![]() ![]() Secondly, We will situate educational video games in the intersection between edutainment software and the so-called serious games or games with an agenda. In the first place, We will try to identify the challenges and opportunities faced by these products in the context of the knowledge society, regarding both their design and their theoretical study within the field of design research. According to that, this paper focuses on enhancing the role of design as a means of innovation in the production of educational video games. In this regard, and taking into account that learning sciences -and most recently the emerging field of game studies- have already started to approach eventual formulas for their renewal, we think that the discipline of design should make an effort to contribute to that research and to bring its undoubted value as a discipline committed to innovation. Educational video games are a good example of them and are now experiencing a renewed interest by the multimedia idustry and academical research groups. Abstract In the context of knowledge society, designers face the challenge of designing new products and services in which digital technologies and the value of knowledge are crucial. ![]()
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