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Cognitive science implications for enhancing training effectiveness in a serious gaming context
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Source Journal on Educational Resources in Computing (JERIC) archive
Volume 7 ,  Issue 3  (November 2007) table of contents
Article No. 2  
Year of Publication: 2007
ISSN:1531-4278
Authors
Frank L. Greitzer  Pacific Northwest National Laboratory, Richland, WA
Olga Anna Kuchar  Pacific Northwest National Laboratory, Richland, WA
Kristy Huston  Pacific Northwest National Laboratory, Richland, WA
Publisher
ACM  New York, NY, USA
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ABSTRACT

Serious games use entertainment principles, creativity, and technology to meet government or corporate training objectives, but these principles alone will not guarantee that the intended learning will occur. To be effective, serious games must incorporate sound cognitive, learning, and pedagogical principles into their design and structure. In this paper, we review cognitive principles that can be applied to improve the training effectiveness in serious games and we describe a process we used to design improvements for an existing game-based training application in the domain of cyber security education.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Frank L. Greitzer: colleagues
Olga Anna Kuchar: colleagues
Kristy Huston: colleagues