Games for e-Learning
Keywords:
Serious Games, e-Learning, Games, Distance LearningAbstract
Games can be instantiated for learning as they involve mental and physical stimulation and develop practical skills – they force the player to decide, to choose, to define priorities, to solve problems, etc. Immediate reward (and feedb ck) is a major motivational factor, whether it is translated as game entities (life, power, new levels, etc.) or as neurological impulses (happiness, feeling of achievement, etc.). Games can be social environments, sometimes involving large distributed communities. Serious Games are specifically designed to change behaviors and impart knowledge. The objective of the project TIMEMESH is to evaluate the
use of Serious Games for learning history, culture and social relations. An extensible, online, multi-language, multi-player, collaborative and social game platform for sharing and acquiring knowledge of the history of European regions is being developed.
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