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Improving Learning Outcome by Re-using and Modifying Gamified Lessons Paths

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Book cover Serious Games (JCSG 2020)

Abstract

A main challenge for teachers is to provide good educational offers that appear both appealing as well as motivating to students to learn about the content according to the curriculum. Educational games are thought to be a good complementary way of provide this learning environment, but, so far, the adaption of educational games to a specific context is not only costly but also requiring a lot of knowledge related to game design. This article provides some examples on how gamified lessons paths can be changed in a simple way and how different components can be re-used, in order to save costs and time and to improve the overall quality of the learning experience.

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Correspondence to Jannicke Baalsrud Hauge .

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Baalsrud Hauge, J., Stefan, I. (2020). Improving Learning Outcome by Re-using and Modifying Gamified Lessons Paths. In: Ma, M., Fletcher, B., Göbel, S., Baalsrud Hauge, J., Marsh, T. (eds) Serious Games. JCSG 2020. Lecture Notes in Computer Science(), vol 12434. Springer, Cham. https://doi.org/10.1007/978-3-030-61814-8_12

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  • DOI: https://doi.org/10.1007/978-3-030-61814-8_12

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