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 accelerate learning? How can they be used to greatest effect in learning and teaching? The contributors explore these and many other questions that are vital to our understanding of the paradigm shift from conventional learning environments to learning in games and simulations.
Professor Paul Maharg & Professor Sara de Freitas
Digital Games and Learning [PDF ebook]
Digital Games and Learning [PDF ebook]
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Format PDF ● Pages 320 ● ISBN 9781441177193 ● Editor Professor Paul Maharg & Professor Sara de Freitas ● Publisher Bloomsbury Publishing ● Published 2011 ● Downloadable 6 times ● Currency EUR ● ID 2386020 ● Copy protection Adobe DRM
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