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Digital Game-Based Learning : Case Study on Implementing the Serious Game Europe 2045 into High School Education

Publication at Faculty of Arts |
2012

Abstract

Classic schooling methods are in recent years often supplemented with activities using computer programs. Even the traditional formal education may benefit from the opportunities offered by these techniques and methods.

These approaches generally define a wide range of activities, from e-learning through edutainment to the serious games, combining elements of the training, games and simulations. In this chapter we focus on digital game-based learning, its possibilities, limits, and the latest scientific research findings.

The case study on implementing the educational simulation Europe 2045 provides findings from a pilot survey on the general acceptance and success of the implementing of educational simulation at Czech secondary schools. The case study also brings the preliminary results from a controlled experiment comparing the learning effect of the educational simulation Europe 2045 with classic school lectures.