DIGITAL LIBRARY
USING SERIOUS GAMES IN E-LEARNING FOR KIDS
1 Institute of Mathematics and Informatics, Bulgarian Academy of Sciences (BULGARIA)
2 Department of Computer Science, American University in Bulgaria (BULGARIA)
About this paper:
Appears in: INTED2021 Proceedings
Publication year: 2021
Pages: 621-625
ISBN: 978-84-09-27666-0
ISSN: 2340-1079
doi: 10.21125/inted.2021.0155
Conference name: 15th International Technology, Education and Development Conference
Dates: 8-9 March, 2021
Location: Online Conference
Abstract:
This article describes the use of serious games as instruments for presenting complementary learning materials for kids and improving their knowledge and skills. These games are different from traditional ones, because they are created for purposes, other than pure entertainment. In the paper we review different categories of serious games and their learning objectives, as well as the key characteristics needed for building a successful one. Based on these requirements, we developed a set of utilities for creating and presenting different types of educational resources, which can include game elements. Our components can be integrated in any e-learning environment and support content from various subjects like languages, mathematics, arts, social and natural sciences. They can serve as building blocks for complex learning scenarios, including but not limited to storytelling and 3D simulations, and through the addition of game elements increase the children's engagement and learning outcome.
Keywords:
Serious games, e-learning for Kids, Online preschool education, Games for learning.