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International Journal of Information Technology & Computer Science ( IJITCS )

Abstract :

Games can be instantiated for learning as they involve mental and physical stimulation and  develop practical skills – they force the player to decide, to choose, to define priorities, to solve problems,  etc. Immediate reward (and feedback) is a major motivational factor, whether it is translated as game  entities (life, power, new levels, etc.) or as neurological impulses (happiness, feeling of achievement, etc.).  Games can be social environments, sometimes involving large distributed communities. Serious Games  are specifically designed to change behaviors and impart knowledge. The objective of the project  TIMEMESH is to evaluate the use of Serious Games for learning history, culture and social relations. An  extensible, online, multi-language, multi-player, collaborative and social game platform for sharing and  acquiring knowledge of the history of European regions is being developed .

Keywords :

: Serious Games, e-Learning, Games, Distance Learning

References :

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