Usability of Computerised Gaming Simulation for Experiential Learning - Archive ouverte HAL
Chapitre D'ouvrage Année : 2022

Usability of Computerised Gaming Simulation for Experiential Learning

Résumé

This chapter examines the impacts of computerization of gaming simulations on their usability. Simulation and gaming is an interdisciplinary domain which rallies, among others, the disciplines of education and modelling, and which aim at helping groups of participants to acquire knowledge and skills on complex topics. Gaming simulations can take the form of haptic games or computerised simulations. Yet, the later form may slow down the learning potential for the users. The chapter describes the different types of computerization of gaming simulations. It then examines the effects of computerization, both from the users’ perspective (accessibility, captive effect, and flexibility of use) and from the developers’ perspective (material, human, and time requirements). Some paths to overcome barriers to experiential learning of computerised gaming simulation are finally presented.
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Dates et versions

hal-03920583 , version 1 (03-01-2023)

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Nicolas Becu. Usability of Computerised Gaming Simulation for Experiential Learning. Software Usability, IntechOpen, 2022, ⟨10.5772/intechopen.97303⟩. ⟨hal-03920583⟩
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