Realizing Ambient Serious Games in Higher Education—Concept and Heuristic Evaluation
Year: 2025
Type: article
Abstract: In the IoT era, higher education is transforming into a more digitalized learning environment, also known as Education 4.0. In this context, the use of serious games for teaching is also evolving into a more adaptive digital form. This paper describes how this could be realized in combination with Learning Management Systems and smart environments in universities. The concept is based on requirements that have been raised by a human-centered design process and are already published. The concept is the foundation upon which several games are designed and implemented. Two heuristic studies were conducted to evaluate the general concept and the implemented games. The results show that the games are suitable for educational use and that their integration into smart environments could be appropriate to address the requirements following the Education 4.0 paradigm.
Source: Trends in Higher Education
Authors: Lea C. Brandl, Andreas Schrader
Institution: University of Lübeck
Language: English
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
SDG: Quality education
Open Access status: gold
Estimated APC paid: $1,207
OpenAlex ID: W4414239133
