Serious Games in technical education - A Review
The article gives an overview of the (learning) research on serious games in technology-related teaching. For this purpose, serious games are first located in the approach of entertainment education and their potential for learning is elaborated. Their use in teaching as well as their dissemination in the technical context will be analysed and existing research will be summarized with regard to learning effectiveness and self-concept promotion. Finally, an ongoing research project with a self-developed serious game is presented, the resulting questions are discussed and an outlook is given. Read