ABSTRACT

Serious games are designed with the explicit goal of helping students learn about important subject matter, problem solving strategies, and cognitive or social skills. Instead of learning about biology by reading a textbook, listening to a lecture, or interacting with a conventional computer-based training system, the learner plays a game that successfully integrates the game with curriculum. If we could manage to design serious games, the impact would be revolutionary because the learning of diffi cult content would end up being an enjoyable, engaging experience for the learner. Intellectual hard work would be transformed into play.