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eLearning
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25
www.elearningpapers.eu
eLearning Papers • ISSN: 1887-1542 • www.elearningpapers.eu
n.º 25 • July 2011
1
From the eld
serious games, case
studies, informal learning,
evaluation
Tags
Authors
Aristidis Protopsaltis
Serious Games Institute
(UK)
aprotopsaltis@cad.coventry.
ac.uk
Lucia Pannese
Imaginary srl – Innovation
Network Politecnico di
Milano (It)
lucia.pannese@i-maginary.it
Dimitra Pappa
National Center for Scientific
Research “Demokritos” (Gr)
dimitra@dat.demokritos.gr
Sonia Hetzner
Senior researcher, Friedrich-
Alexander-Universität
Erlangen-Nürnberg (De)
sonia.hetzner@fim.uni-
erlangen.de
Serious Games and Formal and Informal Learning
The experience garnered from the eVITA project is used to explore the relaon between
Serious Games (SGs) and formal and informal learning. The eVITA project promotes and
invesgates pedagogy-driven innovaon by dening and evaluang four dierent ped-
agogical approaches. In addion, it aims to facilitate knowledge-transfer mechanisms
that integrate Game Based Learning with intergeneraonal learning concepts. Within
the project framework, a set of games have been developed which aim to increase
European cultural awareness by conveying the cross-border experiences of older Eu-
ropeans, and the rst part of the expert evaluaon of the outcomes is presented here.
1. Introduction
The use of tradional games in educaon has a long standing tradion. Games always used
to be part of the human learning experience either in formal or in informal sengs. Nowa-
days, Serious Games (SGs) have become both a growing market in the video games industry
(Alvarez & Michaud, 2008; Susi, Johanesson & Backlund, 2007) and a eld of academic re-
search (Rierfeld, Cody & Vorderer, 2009) receiving aenon from many diverse elds such
as psychology, cultural studies, computer science, business studies, sociology and pedagogy
(Breuer & Bente, 2010).
The fact that people learn from digital games is no longer in dispute. Research (de Freitas,
2006; de Freitas & Neumann, 2009; Egenfeldt-Nielsen, 2005; Prensky, 2006; Squire, 2004;
Squire & Jenkins, 2003) has shown that serious games can be a very eecve as an instruc-
onal tool and it can assist learning by providing an alternave way of presenng instrucons
and content. Game based learning and serious games can promote student movaon and
interest in subject maer, enhancing thus the eecveness of learning. Learning through
games oers increased movaon and interest to learners through the role of “fun” in learn-
ing. Adding fun into the learning process makes learning not only more enjoyable and com-
pelling, but more eecve as well (Prensky, 2002, p. 4). One of the main characteriscs of
a serious game is the fact that the instruconal content is presented together with fun ele-
ments. A game that is movang makes learners to become personally involved with playing
it in an emoonal and cognive way. By engaging in a dual level, their aenon and mova-
on is increased and that assists their learning.
There is credible research that suggests that today’s students have a dierent learning style,
enabled by gaming. Beck and Wade (2004) in their work examined a large number of young
professionals and found that their approach to learning was deliberately overlooking the
structure and format of formal educaon. They were extensively used trial and error, they
were welcoming contribuon and instrucon from peers, and they were emphasising on
‘just in me’ learning to full their needs and complete their tasks. All of these skills are
considered essenal in the modern world and serious games can assist towards developing
and praccing them.
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From the eld
2. Serious Games in Education
Serious Games are perceived as games that engage users in
acvies other than pure entertainment. They involve goal
orientated tasks based either in real world or non-real world
scenarios and aim to improve the player’s motor and cognive
skills. Most oen they are used for corporate training, educa-
on, problem solving, military training, health care, government
management, disaster management. Serious games are slowly
becoming a powerful tool in educaon (Torrente, Moreno-Ger,
Fernández-Manjón & del Blanco, 2009).
Whilst Serious Games (SGs) are increasingly becoming accepted
as a learning tool, the debate connues about what makes a
game eecve and how it should be used. Making “intellectual-
ly appropriate, challenging and enriching” games is considered
a key research challenge together with the integraon of SGs
into the learning process (de Freitas, 2006).
Serious Games oer a range of benets such as making users
feel responsible for success according to their acons, match
high-quality content and high engagement, turn mistakes into
learning elements avoiding the message that an error is some-
thing that cannot be recovered, allow problem based learning,
situated learning and make users feel more comfortable with
the exercise etc. SGs oer the ability to parcipants to assume
an acve role in a situated and experienal learning process.
For example, Squire (2007) referring to his personal experience
describes h-grade kids interacng as equals with computer
programmers from the Netherlands, improving their spelling
through this interacon, and before long they were scripng
their own secons of the game-parcipang in the design of a
new world. Furthermore, it is common pracce nowadays for
millions of children to learning history rst informally through
games and then formally through books and educaonal mate-
rial.
It is also widely accepted that educaonal games can increase
the aracveness of learning, giving a powerful tool in the eort
against de-movaon and dropouts, two issues largely aecng
academic performance and formal and informal learning in gen-
eral. Moreover, Serious Games can help to connect specic con-
tents and skills with a friendly environment, where the student
is able to play, probe, make mistakes, and learn (Gee, 2003; Van
Eck, 2006, 2007). More precisely, games employ strategies, such
as dierenated roles, visualizaon of performance and just-in-
me feedback, to guide learning in ways that are neither wholly
open-ended nor wholly directed but a hybrid of the two some-
thing Squire (2006, p. 53) have called “designed experiences”.
To assess this kind of “uency,” Squire (2006) suggests the use of
assessments that judge how well or not students idenfy prob-
lems within a domain; how well they can assess soluons; what
kinds of conceptual understandings they develop; and how they
communicate either verbally, wrien, visually, and “computa-
onally” (Squire, 2006). Furthermore, serious games can pro-
vide feedback in mulple formats the such as charts, graphs,
wrien, mulmedia, synchronous and asynchronous peer feed-
back and assessments, and so on, that might be leveraged to
support learning in diverse sengs. As such, games themselves
may be much beer forms of assessment than tradional meth-
ods in both formal and informal sengs (Squire, 2006).
Serious Games oer learning experiences that engage users
and, through the use of novel pedagogic approaches assists in
developing higher levels of cognive thinking. Serious Games
can also incorporate data tracking to support assessment to
high levels of detail and provide tools for self-assessment and
analysis. Playing Serious Games, informaon and sensaons ex-
perienced remain strongly impress and let the player improve
percepon, aenon and memory, promong behavior chang-
es through “learning by doing”. Serious Games allow situated
learning and make users feel more comfortable with the exer-
cise. In fact, internalize something you acvely did is more sim-
ple than learning during tradional frontal lessons, a so called
“passive learning”. Serious Games are useful in the learning be-
cause they represent a new way to learn exploing the synergy
between emoons and learning (Pappa et al., In Press).
Despite the widespread use of commercial games and the in-
creased aenon that the domain of games-based learning has
received, strategies for supporng the more ecacious meth-
ods of learning with games were uncertain unl very recently.
In a study undertaken by de Freitas and Oliver (2006), tutors
were unsure which games to use, which context to use games
and how they could be evaluated and validated. This work led
to the development of conceptual frameworks that were subse-
quently used for tesng game-based learning. In parcular the
four dimensional framework proposed by de Freitas and Oliver,
(2005) with its four dimensions of the learner, pedagogies used,
the representaon of the game itself and the context, allowed
researchers to evaluate serious games and to interrogate what
metrics and measures could be used both to validate game-
based learning, and to support the learning design process. The
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From the eld
eVITA approach was based on the four dimensional framework
and it produced four dierent serious games, based on four dif-
ferent pedagogical approaches.
Most of what happens with technology outside the classroom
was and sll is according to Squire (Squire, 2007) ignored. He
(Squire, 2007) advocates that there is a need for mixed ap-
proaches that combine instrucon with well-designed feedback
and scaolding acvies. More precisely, there is a need for
incorporang formave assessment pracces into formal and
maybe into informal learning. For doing so, it is necessary to
change classroom tradional acvies and interacons among
students and teachers (Bell & Cowie, 2001), to change the tra-
dional communicaon, and to give students more independ-
ence, acvity and intenonality in their learning that go beyond
tradional intrinsic and extrinsic movaon (Bereiter & Scar-
damalia, 1989; Scardamalia, 2002).
Serious games can be used as addional opon to classroom
lecturing. The intenon of serious games is to address new ways
of ICT based instruconal design and at the same me to pro-
vide learners the possibility to acquire skills and competencies.
By means of serious games learners/players should be able to
apply factual knowledge, learn on demand, gain experiences in
the virtual world that can later shape their behavioural paerns
and directly inuence their reecon, etc. (Pivec & Kearney,
2007).
Squire (Squire, 2006, 2007) is arguing that instruconal theory
approaches need to seek to explain how parcular game-based
approaches work within parcular contexts. This is what eVI-
TA is ambious of doing. By developing four dierent versions
based on four dierent pedagogies, eVITA evaluates how these
four dierent approaches work within parcular context and in
this case in the context of intergeneraonal learning and in for-
mal and informal learning.
3. Formal and non-formal learning
In the past diverse aempts were made to dene formal, non-
formal and informal learning as well as to provide main indi-
cators for their occurrence. The CEDEFOP glossary (Tissot, P.,
2000; Tissot, P., 2004) aer intensive literature review in Europe
denes as follows: formal learning consists of learning that oc-
curs within an organised and structured context (formal edu-
caon, in-company training), and that is designed as learning,
formal learning may lead to formal recognion (cercaon).
Non-formal learning consists of learning embedded in planned
acvies that are not explicitly designated as learning, but
which contain an important learning element. Informal learning
is dened as learning resulng from daily life acvies related
to work, family, or leisure. It is oen referred to as experien-
al learning and can, to a degree, be understood as accidental
learning.
According to these denions we could place Serious Games
learning acvies as non-formal learning acvies. Although
they are explicitly designed for learning, if well designed learn-
ing occurs as a side eect of gaming. The approach can be dif-
ferent, if we approach Serious Games as learning elements that
can be integrated in mulple learning environments. In this way
Serious Games can be a part of formal, non-formal or informal
learning sengs. According to Colardyn and Bjørnåvold (2005)
the dierent learning forms have to be approach in a two di-
mensional framework: 1. Structure of the context 2. Intenon
to learn.
Intention to learn
Structure of the context Learning is intentional Learning is non-intentional
Planned learning activities Formal learning
Planned activities Non-formal learning
(or contextual learning)
No planning Informal learning
Table 1: Definiting formal, non-formal and informal learning according to learning intention and structure of the context.
Source: Colardyn and Bjornavold (2005).
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Depending on the adopted perspecve, Serious Games can be
framed in dierent areas of the above table: If dened as an
independently running learning environment with integrate
pedagogical elements such as didaccal design, help, phases,
assessment and feedback, social interacon applicaons, etc.
Serious Games are aimed at intenonal learning and usually
embedded in planned learning acvies. In this case we talk
about formal learning. If we switch the perspecve and observe
Serious Games as one possible didaccal element of a more
complex learning environment, which can be intenonal (in the
educaonal context) but also non-intenonal (purely gaming)
and it can be planned (in the classroom) or non-planned (eve-
rywhere) as merely leisure acvity. Then we can dene Serious
Games as suitable elements in every type of learning. And this
is one parcular gain of Serious Games in educaon. Educa-
on is heading to a big change. The lines between formal and
informal, planned or unplanned learning are more and more
blurred, and mostly a shi to less formal educaon occurs.
Seon-Green (2004) menons that the use of computer in and
outside the classroom allow children and young people a wide
variety of acvies and experiences that can support learning,
yet many of these transacons do not take place in tradional
educaonal sengs, oen synonymous for formal learning. In
this contextual change Serious Games contain a great potenal
to a) set clear pedagogical aims but at the same me b) pro-
vide an open learning environment, supporng each individual
learning choice and learning-movaon. Serious Games does
not restrain when, where and why learning occurs.
The American Naonal Educaonal Technology Plan 2010 (short
NETP) presents a model of 21st century learning powered by
technology, with goals and recommendaons in ve areas:
learning, assessment, teaching, infrastructure, and producv-
ity. The plan calls for engaging and empowering learning experi-
ences for all learners. It wants to bring state-of-the art technol-
ogy into learning to enable, movate, and inspire all students,
regardless of background, languages, or disabilies, to achieve.
It leverages the power of technology to provide personalized
learning instead of a one-size-ts-all curriculum, pace of teach-
ing, and instruconal pracces. Serious Games would t per-
fectly in this educaonal plan.
Serious Games support students mobility, can be developed by
students and shared with others, allows students to parcipate
in social networks to collaborate and learn new things. Quong
the Execuve summary of NETP (2010, p. 4): “Outside school,
students are free to pursue their passions in their own way and
at their own pace. The opportunies are limitless, borderless,
and instantaneous.” In this interpretaon of future learning Se-
rious Games are denitely excellent knowledge buildings tools
in every learning situaon.
Source: “Model of Learning” NETP (2010, p. 27)
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From the eld
however should be to balance the two, in order to create an
opmal experience and achieve a completely focused player
movaon in line with the theory of ow proposed by Csik-
szentmihalyi (1996). Successful games are those that can bring
players in a mental state of operaon, in which they nd them-
selves fully immersed in the game environment and compelled
to explore and experiment further. According to Csikszentmiha-
lyi (1996) the eight components that contribute to an opmal
experience are:
• Clearly dened goals
• Concentraon on task at hand
• Merging of acon and awareness
• An altered sense of me
• Clear and responsive feedback
• Balanced level of challenge and diculty
• A sense of control over the task at hand
• A challenging task requiring skill to execute
In this light, three crical dimensions emerge in educaonal
games development. In line with the threefold nature of SGs
as: (a) IT products, (b) Games and (c) Learning Instruments, ef-
fecve SGs need to be (a) technically sound and easy-to-use IT
products, (b) fun and engaging games and (c) eecve learning
instruments that lead to the desired learning outcome.
The preliminary validaon of the e-VITA prototype game (an ex-
perienal game evolving around the adventures of a journalist
who has to write an arcle about the “East and West block” and
the mes before the fall of the Berlin wall) involved a broad tar-
get group from several European countries (Spain, Portugal, Po-
land, Italy, Greece, UK), namely young people (school children
and young adults) interested in acquiring intergeneraonal and
intercultural knowledge by means of game playing. It featured
a quesonnaire-based evaluaon that was complimented by in-
formal interviews, during which users were asked to elaborate
on their feedback/rang. The three analysis dimensions includ-
ed: technical solidity & usability, cognive & aecve aspects
and pedagogical aspects (achievement of learning outcome),
yet parcular aenon was placed on usability issues and cog-
nive and aecve aspects, namely on the game’s graphical de-
sign, navigaon, story line etc, as well as on its ability to achieve
player involvement and movaon, or to induce enjoyment and
emoons (e.g. gracaon). The transferring of factual knowl-
edge was also invesgated.
4. The e-VITA experience
The e-VITA project (“European Life Experiences”) proposes
an innovave and creave methodology for intergeneraonal
knowledge sharing and transfer (intergeneraonal learning),
which combines storytelling and SGs. Intergeneraonal learn-
ing, which refers to the sharing of informaon, thoughts, feel-
ings and experiences between dierent generaons. Typically
this process is informal, taking place during regular everyday
exchanges with older relaves and friends, but can also be pro-
moted through organised or planned acvies (e.g. elderly peo-
ple making lectures in schools, school children vising nursing
homes, reminiscence projects, etc).
e-VITA, in addion to demonstrang the learning potenal of
SGs for the purposes of intergeneraonal learning, is also set
to highlight and invesgate important aspects of games design.
In parcular, the project explores the pedagogic dimension of
SGs through the adopon of four diering approaches, imple-
mented and analysed in the form of four disnct SGs. Each has
the same learner, context, and representaonal medium, yet
the pedagogic underpinnings are varied so as to provide a basis
for comparave study. The four approaches include:
1. A narrave-based game which uses storytelling to achieve
engagement and ow; in this respect it can be seen to
draw on oral history pedagogy (King & Stahl, 1990);
2. An experienal game, where the player is transferred into
the state of aairs faced by the narrator, and as such in-
uenced by situave pedagogy;
3. A puzzle-based game, wherein the player has to solve
puzzles and overcome challenges in order to proceed,
and nally;
4. An exploratory game focused on increasing the learner’s
zone of proximal development by direcng them to web
and other external material and resources in order to
overcome the challenges or problems presented by the
game.
Overall, games represent a complex electronic medium, de-
signed to allow users to experience an artefact, a situaon etc.
Seng up eecve SGs is a complex task that requires mecu-
lous planning following a holisc examinaon of a number of
parameters. Oen game design either focuses solely on the
learning goal (e.g. on teaching a specic skill or procedure) thus
giving player entertainment a lesser role, or accentuates the fun
elements of game playing at the cost of learning. The purpose
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From the eld
Overall the evaluaon results were sasfactory. Some aspects
of the game were cricised, yet all aributes have received a
posive rang. For example this was the case with the game’s
“graphical design” and “navigaon”. Among the crics some
quesoned the use of two-dimensional design which they char-
acterised as “Old”, others the use of photographs, the design
of the characters, the use of colour, the lack of movement etc.
Most users responded that they had no problem concentrang
while enjoying the contents of the game. Yet the majority disa-
grees that “the acvies proposed in the game were engaging
and “kept interest alive”.
perience and they believe the gaming experience improves the
retenon of new knowledge gained.
Similarly, varying points of view were recorded among male and
female respondents. Based on the evaluaon results it would
seem that the prototype game appeals more to female users.
More specically, female gamers appreciate more look of the
game and also have a more clear view of the game’s objecves,
appreciate more the instrucons and feedback provided during
and at the end of the game, would be more movated to seek
addional informaon aer having played the game and also
Figure 1: Deviation on preference between under 20 and over 20
0
0,5
1
1,5
2
2,5
3
3,5
game design is
attractive
game content
is clear
feeling at ease
while playing
If it was a free
practice on an
argument of
easier to
remember the
new things I
20-
20+
Some dierences between age groups
(i.e. under and over 20 years old users)
and also between female and male re-
spondents were evident, while there
were no signicant variaons with re-
spect to the country.
Figure 1 illustrates the major points of
deviaon between 20+ and 20- users.
Overall, it would seem that the proto-
type game appeals more to 20+ play-
ers, who feel more in command while
using the game, understand beer the
content of the game and appreciate
more the way the dierent life situa-
ons are presented. Older users would
be more interested in repeang the ex-
would be more willing to repeat the
experience compared to male users.
Figure 2 illustrates the major points of
deviaon recorded.
These gender and age dierences
that are oen evident in leisure gam-
ing clearly stress the need to take
gender and age into consideraon
during game design. This clearly dem-
onstrates that it is dicult to create
a game that appeals equally to all.
The paerns of game-play of the in-
tended target group should be taken
into consideraon during SGs design,
in order to achieve an opmal mix be-
tween educaon and entertainment.
Figure 2: Differences on preference between males and females
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From the eld
when some groups of the young target group were interviewed
both in Italy and in Germany. Overall around 90 students were
interviewed (Hetzner & Pannese, 2009), both teen-agers in the
14-18 years age group and university students (Pannese, Hall-
meier, Hetzner & Confalonieri, 2009). This parcipatory ap-
proach already underlined several aspects, like the dierence in
expectaons which vary quite substanally between the teen-
ager groups and the university students, although again this
dierence is reduced, once teen-agers are able to focus on se-
rious games as alternave learning means to some more “clas-
sical” or “formal” approach, which they consider boring and
denitely non-entertaining. Making them imagine that informal
approaches like gaming could be introduced in their formal cur-
ricula and lessons, makes them much more exible and able to
accept compromise as well as it reduces their expectaons. This
was denitely the case when discussing the gaming interface
in the above menoned focus groups. While to them a game
interface must denitely be a high sophiscated 3D, especially
for males, when considering an informal learning approach,
they would “surrender” accepng 2D, simple interface. Univer-
sity students on the other hand tend to have expectaons that
are more similar to the teachers’ ones: they concentrate much
more on the contents and on the engagement that is induced by
interesng and somemes surprising, new informaon. Teach-
ers denitely concentrate on contents that must be in line with
topics that they teach in formal lessons and need some certain-
ty that no bias was introduced for narrave or engagement rea-
sons. They envisage some games that can guarantee a exible
use for them, a meaningful experience for the learners, some
cross-discipline content to work on students skills and enable
them to bridge gaps between one subject and another. These
gaps are somemes even provoked by formal lessons, when
each teacher considers their subjects and no exercise allows
some crical thinking about connecons between dierent top-
ics and subjects. The point in this context is denitely reecon
that can be triggered through the gaming experience. As Wa
(2009) puts it, it is the intended result of playing the game that
denes it as serious, not the playing acvity itself.
Interesngly enough, most of the expectaon to have fun and be
acve must be used and enhanced by teachers: it is the way to
introduce the informal factors in the formal seng that makes
every feedback and the whole experience meaningful and that
allows to maximize context-bound reecon and thus situated
learning. Very much of the learning outcome depends on the
overall experience set up around and with the game, turning
game play into a social acvity. This is true within a group or in a
While SGs have a clear value for transming explicit, factual
knowledge, perhaps their greater strength relates to the trans-
ferring of tacit knowledge, skills, behaviours that can be embed-
ded in games. The purpose of SGs used in the context of inter-
generaonal learning, is not only to engage/entertain younger
generaons of players, or convey praccal or historical informa-
on about past decades, but rather to immerse players in this
era and allow them to experience the life of older generaons.
In this light it would be dicult for many users to put into words
what they have learning by playing this game.
5. Conclusions: Challenges in design and
development of games for formal-
informal learning
The Games are normally by their intrinsic nature a means for in-
formal learning, although they can be used in formal sengs as
well as for self-regulated learning. Independently on how they
might be used, there are several challenges that designers and
developers of serious games must face, some pertaining more
to the learning aspect, some more to the gaming aspect and
some others to technological and implementaon details.
To sum up the most frequent challenges the following can be
listed:
• matching users’ expectaons
• matching trainers’ expectaons
• nding balance between learning & fun/engagement
• nding a form suited for self-learning but also for introduc-
on in a training programme at the same me to guarantee
freedom of use
• giving enough guidance without taking the challenge away
and without interfering with the narrave and the game
play
• how to give meaningful feedback
• how to make it a meaningful experience
• how to involve the emoonal side of the learner
• how to consider gender-dependent aspects
• being close to context (no bias in the content to introduce
narrave aspects)
• graphical appeal
We will not enter in technological details here, but we will re-
ect about and invesgate some of the challenges that emerged
already from the 2 focus groups held during the e-VITA project,
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From the eld
classroom but also in self-regulated learning with online group
dynamics and social online interacon around the game. This
social phenomenon can be observed even with simple exam-
ples (not even serious games) in Facebook, like FarmVille for
example.
At the same me, the core role of the teacher is determining
if a good balance between fun and learning can be reached.
Obviously the serious game itself must already contain some
valid learning elements as well as some engaging aspects but
the whole experience can be changed or even reversed accord-
ing to the specic use of the game and its context of use. This
again brings us to another challenge: how much guidance must
be given inside the game and how much can or should be given
around it by the teacher? Or again: how much can be delegated
to peer-to-peer supporng and teaching? This has to do once
more with meaningful feedback as well: in order to be mean-
ingful, feedback should again probably be adapve to the spe-
cic user/player and his or her specic competences or level of
experse (Bente & Breuer, 2009). On the one hand feedback
must be given within the game play (without disturbing or inter-
rupng this) and as part of the game, which means that careful
aenon must be given by learners to details of dialogues or
happenings that should unveil what other characters think, how
they perceive the player’s acons or how the dynamics of the
acon change. On the other hand a nal, explicit feedback must
be given, which allows analyzing every decision, behaviour and
consequence during the game play.
To conclude, there is no unambiguous answer to the challenges
while confronng with the creave experience of conceiving a
serious game: everything must carefully de designed and de-
veloped according to the specic use that will be done of the
serious game, of the target group, their skills, preferences, ex-
perience with these tools, the experience of the teacher and
the role that informal methods will take up in formal learning
sengs. Probably the reason for this is, as Wa (2009) puts it,
that serious games research nowadays is facing the same chal-
lenges that HCI (Human-Computer-Interacon) was facing 15
years ago.
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