Realizing Ambient Serious Games in Higher Education—Concept and Heuristic Evaluation

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.

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Publication Details

Journal
Trends in Higher Education
Published
2025-09-16
DOI
https://doi.org/10.3390/higheredu4030052
Citations
3
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
10.33
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article

Realizing Ambient Serious Games in Higher Education—Concept and Heuristic Evaluation

Lea C. Brandl, Andreas Schräder
3 citations
Trends in Higher Education
Educational Games and Gamification
10.33
article

Realizing Ambient Serious Games in Higher Education—Concept and Heuristic Evaluation

Lea C. Brandl, Andreas Schräder
article en
3 citations

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.

Trends in Higher EducationVol. 4(3)
University of Lübeck (DE)
Openalex Percentile: Top 2%
Educational Games and Gamification
10.33
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