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Author Greitzer, Frank L ♦ Kuchar, Olga Anna ♦ Huston, Kristy
Source ACM Digital Library
Content type Text
Publisher Association for Computing Machinery (ACM)
File Format PDF
Copyright Year ©2007
Language English
Subject Domain (in DDC) Computer science, information & general works ♦ Data processing & computer science
Subject Keyword Serious gaming ♦ Cognitive principles ♦ Computer-based training ♦ Cyber security education ♦ Training effectiveness
Abstract Serious games use entertainment principles, creativity, and technology to meet government or corporate training objectives, but these principles alone will not guarantee that the intended learning will occur. To be effective, serious games must incorporate sound cognitive, learning, and pedagogical principles into their design and structure. In this paper, we review cognitive principles that can be applied to improve the training effectiveness in serious games and we describe a process we used to design improvements for an existing game-based training application in the domain of cyber security education.
ISSN 15314278
Age Range 18 to 22 years ♦ above 22 year
Educational Use Research
Education Level UG and PG
Learning Resource Type Article
Publisher Date 2007-11-01
Publisher Place New York
e-ISSN 15314278
Journal Journal on Educational Resources in Computing (JERIC)
Volume Number 7
Issue Number 3


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Source: ACM Digital Library