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.
Authors
- Lea C. Brandl (ORCID: https://orcid.org/0000-0001-6655-6763)
- Andreas Schräder (ORCID: https://orcid.org/0000-0001-7926-0611)
Institutions
- University of Lübeck (DE)
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