Game Education Summit North America 2010 - Presentation

Serious games for serious (language) learning: a SWOT analysis based on deskresearch and expert surveys

Wed, 2010-06-23 11:00 - 11:50
Serious Games Track
Researcher
Ghent University

Presentation Summary:


We will present a SWOT-analysis derived from literature on serious gaming complemented by the collective views, experiences and knowledge from over 40 experts and professionals.

Paper Abstract:


In the IBBT LLINGO (Language Learning in an Interactive Game Environment) project we explore the potential of serious gaming for foreign language learning. Serious games could provide added value compared to traditional or group teaching because they create an engaging and self-motivating environment. Moreover, skills can be conveyed in an implicit manner as realistic contexts and immersive environments with a strong fun-factor can be provided. Our paper sketches the results from the preparatory SWOT-analysis in LLINGO on the use of serious games for the field of language learning. This SWOT-analysis was carried out in two stages. First, a literature review identified the key internal and external factors for the implementation of serious games in language learning. Next, these factors were evaluated and commented upon by over 40 international e-learning professionals and experts (software, serious games, CALL, blended learning ...) through an online survey. Our paper will present a synthesis of the views derived from existing literature on serious gaming complemented by the collective views, experiences and knowledge from experts and professionals. This information can provide those who are planning or starting a serious game project with a firmer basis on which to base their goals and planning.