Digital Games and Learning

Digital Games and Learning

Hardback (27 Jan 2011)

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Publisher's Synopsis

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.

Book information

ISBN: 9780826421371
Publisher: Bloomsbury Publishing (UK)
Imprint: Bloomsbury Continuum
Pub date:
DEWEY: 371.3370285
DEWEY edition: 22
Language: English
Number of pages: 282
Weight: 594g
Height: 233mm
Width: 162mm
Spine width: 23mm