The evolution of computer technologies, together with the increasing speed of Internet-based communications, has promoted the use of simulation software and serious games in higher education. These technological and methodological tools can significantly enrich the learning experience in almost any knowledge area. In particular, they will have a significant impact on how the learning process is performed in the so called STEM education. This thematic series brings together state-of-the-art articles related to the use of serious games and simulations in higher education. Technological and pedagogical characteristics of these innovative learning tools are explored through this series, alongside their cultural, technological, and/or social contexts.
Edited by: Angel A. Juan, Birgit Loch, Sebastian Ventura, Thanasis Daradoumis