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Serious Games for Children: A Systematic Literature Review
Yanti P.P.a, Rosmansyah Y.a, Dabarsyah B.a
a School of Electrical Engineering and Informatics, Institut Teknologi Bandung, Bandung, Indonesia
[vc_row][vc_column][vc_row_inner][vc_column_inner][vc_separator css=”.vc_custom_1624529070653{padding-top: 30px !important;padding-bottom: 30px !important;}”][/vc_column_inner][/vc_row_inner][vc_row_inner layout=”boxed”][vc_column_inner width=”3/4″ css=”.vc_custom_1624695412187{border-right-width: 1px !important;border-right-color: #dddddd !important;border-right-style: solid !important;border-radius: 1px !important;}”][vc_empty_space][megatron_heading title=”Abstract” size=”size-sm” text_align=”text-left”][vc_column_text]© 2019 IEEE.Rapid development of technology generates innovations and improvements in various fields of daily human life. It causes human life change including children change. Children like playing and technology provides a digital game for them. However, playing a game can interfere with their learning. The researchers try to combine the elements of fun and learning into an activity that makes children interested. They propose serious games to create an effective learning environment and increase student’s motivation and concentration. This paper presents a systematic literature review for serious games for children. This study aims to identify the features and technology of serious games for children. This research was conducted through a literature study on research articles published from 2015 to 2019. Based on the purpose of this study, research articles search was conducted in database sources. Several steps are taken to get the final study articles. There are 17 research articles as final study that is related to research questions. It can be concluded that enjoyment was the most important purpose of serious games for children. The 3D virtual learning environment was the most popular technology in serious games for children. It supports interactive and visualization features that make children enjoy and engage with the game. The features and technology can increase children’s motivation to gain their knowledge and achieve their learning outcomes.[/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”Author keywords” size=”size-sm” text_align=”text-left”][vc_column_text]children,Effective Learning Environment,feature,Literature reviews,Literature studies,Research questions,Systematic literature review,Virtual learning environments[/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”Indexed keywords” size=”size-sm” text_align=”text-left”][vc_column_text]children,feature,literature review,serious games,technology[/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”Funding details” size=”size-sm” text_align=”text-left”][vc_column_text][/vc_column_text][vc_empty_space][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][vc_empty_space][megatron_heading title=”DOI” size=”size-sm” text_align=”text-left”][vc_column_text]https://doi.org/10.1109/ICIMCIS48181.2019.8985230[/vc_column_text][/vc_column_inner][vc_column_inner width=”1/4″][vc_column_text]Widget Plumx[/vc_column_text][/vc_column_inner][/vc_row_inner][/vc_column][/vc_row][vc_row][vc_column][vc_separator css=”.vc_custom_1624528584150{padding-top: 25px !important;padding-bottom: 25px !important;}”][/vc_column][/vc_row]