Digital games and learning

Digital games and learning

by Freitas, Sara de Maharg, Paul

Type Book
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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 …

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Title Statements

  • Full title :Digital games and learning / edited by Sara de Freitas and Paul Maharg.

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.

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Edition Statements

  • Publication Date:2010.

Publication Statements

The Physical Object

  • Description:1 online resource (282 pages)

Edition Identifiers

  • ISBN:9781441177193, 1441177191
  • oclc:ocn703236746
  • LC Classification:LB1029.G3
  • Dewey Decimal:371.33/70285

Table of Contents

pt. 1. Theoria : theoretical positions -- pt. 2. Cultura : cultural perspectives -- pt. 3. Praxis : theory into practice.

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