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

Lea C. Brandl, Andreas Schrader

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.
Original languageEnglish
Article number52
JournalTrends in Higher Education
Volume4
Issue number3
Pages (from-to)52
Number of pages1
DOIs
Publication statusPublished - 16.09.2025

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 3 - Good Health and Well-being
    SDG 3 Good Health and Well-being
  2. SDG 9 - Industry, Innovation, and Infrastructure
    SDG 9 Industry, Innovation, and Infrastructure
  3. SDG 11 - Sustainable Cities and Communities
    SDG 11 Sustainable Cities and Communities
  4. SDG 12 - Responsible Consumption and Production
    SDG 12 Responsible Consumption and Production

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