Asian Journal of Multidimensional Research
  • Year: 2021
  • Volume: 10
  • Issue: 11

An overview on didactic games

1Assistant Professor, Department of Computer Engineering, Teerthanker Mahaveer University, Moradabad, Uttar Pradesh, India, Email Id- navneet.computers@tmu.ac.in

Online Published on 18 January, 2022.

Abstract

The introduction of new technologies into culture has resulted in a need for interactive content that can fully maximize the benefits of technological advances. Serious play, often called as kids software, are video games or interactive apps with the main intention of providing not only amusement but also instruction in fields such as health, marketing, education, and so on. This paper examines different examples of effective real games and their impact on the learning experience, examines coaching as a key to directing the learning experience in serious games, and analyzes the types of talents and skills that can be acquired via such games. Individuals must be prepared to face future challenges at this time of financial, economic, and social crises, and their particular values should be linked to those of society as a whole. Serious play are the ideal instrument for accomplishing these goals, as well as for effectively and attractively conveying information and ideals[1].

Keywords

Achievement, Educational Technology, Gaming, Simulations