Abstract:
The present research aims to discuss the role of serious games
and virtual worlds as emerging technologies leading to high-level
learning experiences. A review of theoretical concepts for knowledge
acquisition and learning is provided, focusing on the role of personal
experiences and trial-anderror methods. Some of the basic characteristic
of serious games and virtual worlds have been reviewed and their main
advantages and limitations for elearning are discussed. Thus a model for
interactive virtual environment, integrating SG&VW and e-Learning is
proposed, aiming to deliver high-order learning experiences. Finally the
paper discovers some of the main limitations of SG and VW in practice
and provide a number of considerations for their wider integration in the
learning process