Digital Games and Learning

·
· Bloomsbury Publishing
Livro eletrónico
320
Páginas
As classificações e as críticas não são validadas  Saiba mais

Acerca deste livro eletrónico

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.

Acerca do autor

Sara de Freitas is Professor of Virtual Environments and Director of Research at the Serious Games Institute, University of Coventry, UK.
Paul Maharg is Professor of Legal Education at Northumbria University School of Law, UK.

Classifique este livro eletrónico

Dê-nos a sua opinião.

Informações de leitura

Smartphones e tablets
Instale a app Google Play Livros para Android e iPad/iPhone. A aplicação é sincronizada automaticamente com a sua conta e permite-lhe ler online ou offline, onde quer que esteja.
Portáteis e computadores
Pode ouvir audiolivros comprados no Google Play através do navegador de Internet do seu computador.
eReaders e outros dispositivos
Para ler em dispositivos e-ink, como e-readers Kobo, tem de transferir um ficheiro e movê-lo para o seu dispositivo. Siga as instruções detalhadas do Centro de Ajuda para transferir os ficheiros para os e-readers suportados.