Description |
1 online resource (309 pages) |
Contents |
Acknowledgements; Notes on Contributors; Foreword; Introduction: Digital Games and Learning; Part 1 THEORIA THEORETICAL POSITIONS; Part 2 CULTURA CULTURAL PERSPECTIVES; Part 3 PRAXIS THEORY INTO PRACTICE; Index |
Summary |
The popularity of entertainment gaming over the last decades has led to the use of games for non-entertainment purposes in areas such as training and business support. The emergence of the serious games movement has capitalized on this interest in leisure gaming, with an increase in leisure game approaches in schools, colleges, universities and in professional training and continuing professional development. The movement raises many significant issues and challenges for us. How can gaming and simulation technologies be used to engage learners? How can games be used to motivate, deepen and acc |
Notes |
Contents; Acknowledgements; Notes on Contributors; Foreword; Introduction: Digital Games and Learning; Part 1 THEORIA THEORETICAL POSITIONS; Part 2 CULTURA CULTURAL PERSPECTIVES; Part 3 PRAXIS THEORY INTO PRACTICE; Index |
Bibliography |
Includes bibliographical references and index |
Notes |
Print version record |
Subject |
Education -- Computer-assisted instruction
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Video games.
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Educational games.
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Computer games
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Education -- Computer-assisted instruction
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Educational games
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Computerspiel
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Computerunterstütztes Lernen
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Simulation
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Computerunterstütztes Lernen.
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Computerspiel.
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Lernspiel.
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Teaching methods.
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Training.
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Form |
Electronic book
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Author |
Jenkins, Henry
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Maharg, Paul
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LC no. |
2010023569 |
ISBN |
9781441177193 |
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1441177191 |
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