Designing games-based embedded authentic learning experiences

Penny Baillie De Byl

Research output: Chapter in Book/Report/Conference proceedingChapterResearchpeer-review

Abstract

This chapter presents the embedded authentic serious game-based learning experiences (EASLE) architecture which has been developed to assist in the definition of games-based applications. The motivation behind the design of EASLE is to keep game specifications as simple and focused as possible for educators attempting to create serious games as current available game design methodologies and templates are complex and extensive. Furthermore, it is argued that games created with EASLE reduce the amount of game development work to be done by the educator allowing for deeper collaboration between students. Toward the end of this chapter a game developed with EASLE which took two weeks to complete is presented
Original languageEnglish
Title of host publicationHandbook of research on effective electronic gaming in education
EditorsR E Ferdig
Place of PublicationHershey
PublisherInformation Science Reference
Pages1068-1087
Number of pages20
ISBN (Print)9781599048086
DOIs
Publication statusPublished - 2009

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    De Byl, P. B. (2009). Designing games-based embedded authentic learning experiences. In R. E. Ferdig (Ed.), Handbook of research on effective electronic gaming in education (pp. 1068-1087). Information Science Reference. https://doi.org/10.4018/978-1-59904-808-6