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Serious Games for use in a Higher Education Environment.

Liarokapis, F., Anderson, E. F. and Oikonomou, A., 2010. Serious Games for use in a Higher Education Environment. In: EGPTA '10: Emerging Games Platforms, Technologies and Applications, 28 - 31 July 2010, Louisville, Kentucky, USA, 69 - 77.

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Serious_Games_for_use_in_a_Higher_Educat.pdf - Accepted Version
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This paper presents a serious game that covers the teaching of some basic concepts of computer networks, which has been specifically designed for educating university level students. User requirements are collected through an expert user evaluation with academics as well as with a quantitative evaluation with university students. Based on these results, an online serious game was designed and implemented. The effectiveness of the serious game when applied for teaching purposes is quantified through an end-user evaluation with 30 users. Initial evaluation results show that online serious games can be an effective and useful pedagogic tool in teaching computer networks in a higher education environment.

Item Type:Conference or Workshop Item (Paper)
Uncontrolled Keywords:serious games; online games; education and learning
Group:Faculty of Media & Communication
ID Code:24320
Deposited By: Symplectic RT2
Deposited On:07 Jul 2016 10:08
Last Modified:14 Mar 2022 13:57


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