Serious Games as an Innovative Approach to Teacher Training and Professional Development in Education
DOI:
https://doi.org/10.65598/rps.6278Keywords:
Serious Games, instructional tools, educational pedagogy, competence development, learning processesAbstract
This study investigates serious games as instructional and training instruments, evaluating their relevance and transferability across multiple domains, including education, healthcare, defense, public policy, and professional skill development, alongside their progression from conventional game formats to sophisticated digital simulation-based environments. The work is grounded in a systematic review of scholarly and professional sources, incorporating theoretical contributions from researchers such as Sande Chen, David Michael, Michael Zyda, and Clark Abt. It further analyses existing typologies, applied implementations, and ongoing conceptual discussions concerning the boundaries and definitional scope of serious games.Serious games extend beyond recreational purposes, functioning as mechanisms for experiential learning, competency development, and strategic communication. Their spectrum of applications includes interactive simulations, game-based learning frameworks, edutainment models, and socially oriented game design. As early as the 1970s, Clark Abt highlighted their pedagogical significance, including their use in non-digital formats such as board games and outdoor role-playing activities. However, a consensual and standardized definition remains unresolved, and non-digital implementations continue to be relevant in certain contexts.In conclusion, serious games are increasingly recognized as a flexible and effective paradigm adaptable to diverse instructional and training objectives. Their capacity to integrate education, structured training, and skills acquisition reinforces their value as an innovative pedagogical strategy, establishing them as tools that extend well beyond purely entertainment-driven functions.
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