Abstract

The learning of many children around the world has been challenged by the implementation of technology in each individual’s life. Nowadays, the amount of time spent on televisions, smartphones, and digital activities has become very high, a hindrance to the assimilation of knowledge in schools and the objective of this later as a whole. Nobody can deny that this phenomenon is a result of society’s evolution which cannot be stopped. In this regard, video games as well as social networks are of paramount importance to be implemented in teaching since they are currently part of the students’ daily lives. This contribution sheds light on the reason for the introduction of Serious Games (SG) in the educational system. It lists some nationally and internationally renowned surveys that have elucidated the causes of students’ failure and their gradual decline in academic performance. This document will also present the state of the art of Serious Games and their usages in the educational environment, their assets in knowledge consolidation. Some concrete examples of Serious Game software will be cited later. Finally, this work will describe the necessary conditions to make the Serious Games an effective and useful tool for consolidating knowledge, accompanied by a conceptual model that will be concretized later.

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