Self-Regulated Learning in Serious Digital Games
Course code
old course code
Course title in Estonian
Enesemääratletud õppimine digitaalsetes tõsimängudes
Course title in English
Self-Regulated Learning in Serious Digital Games
ECTS credits
approximate amount of contact lessons
Teaching semester
Assessment form
lecturer of 2019/2020  Autumn semester
õppejõud on määramata
lecturer of 2019/2020  Spring semester
lecturer not assigned
Course aims
The aim of this course is for students to develop an understanding of both self-regulated learning and considerations for encouraging self-regulation in the development of serious digital games.
Brief description of the course
The course will survey findings within the recent literature related the impact that serious games have upon the ability to regulate one's learning and also upon how individual differences in students' cognitive strategy use, metacognitive regulation, and motivation (goal setting, goal orientation, interest, self-efficacy, etc.) impact performance in serious games. A focus of the course will be in the careful consideration of how the components of serious games can be developed to maximize content-based learning and also other valued outcomes such as critical thinking, creativity, and transfer of learning.
Independent work
All students are expected to collect, prepare and present materials for the seminars. Course readings will be assigned ahead of the course and then discussed during class sessions.
Learning outcomes in the course
After successful completion the students will:
- be able to describe self-regulated learning and articulate the importance of self-regulation in serious games;
- understand the current state of the research involving cognitive, metacognitive, and motivational variables that have been studied in serious game contexts;
- apply knowledge gained in the course in the development of new serious games or alteration of existing games.
Assessment methods

The final grade is based on:
1) Participation, performing short assignments – 50%
2) Project – 50%
Bonus points are awarded for active participation in class.
John Nietfeld
Study literature
Lecture materials
Replacement literature
This course can’t be replaced with a literature