1310 Part G Infrastructure and Service Automation
traditional classroom. Diverse communities with differ-
ent needs and cultures will present a new challenge for
serious games, learners and educators as well [73.26].
The last challenge in serious game learning is
the need to assess learning outcomes. Serious games
should be able to show that learning has occurred
and the extent to which the learning objectives have
been achieved [73.2]. This will elevate the character-
istics of the learning game to be directed implicitly
and explicitly toward learning goals. It will also re-
quire the development of assessment tools for serious
games.
73.5 Additional Reading
•
D. Cheek, H. Kelly: Designing an online vir-
tual world for learning and training, Fifth IEEE
Int. Conf. Wirel. Mob. Ubiquitous Technol. Educ.
(2008) pp. 208–209
•
T. Connolly, M. Stansfield: Games-based e-
Learning: Implications and challenges for higher
education. In: Social Implications and Challenges
of e-Business, ed. by F. Li (IGI Global, Hershey
2007)
•
B. Sawyer, P. Smith: Serious games taxonomy, The
Serious Games Summit at the Game Developers
Conference, San Francisco (2008)
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Part G 73