Digital Games and Learning

ISBN 13: 9781441198709

Digital Games and Learning

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9781441198709: Digital Games and Learning

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.

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Book Description:

Analyses the variety of play implemented within educational games and simulations and gives detailed examples of cutting-edge application in a wide range of disciplines.

About the Author:

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. Henry Jenkins is Director of the Comparative Media Studies Program and Full Professor of Literature at the Massachusetts Institute of Technology, USA.

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Book Description Continuum, 2011. Book Condition: New. 2011. 0th Edition. Paperback. How can gaming and simulation technologies be used to engage learners? How can they be used to motivate and accelerate learning? What are their main strengths for learning? In this book, contributors explore such questions to help you understand the paradigm shift from conventional learning environments to learning in games and simulations. Editor(s): Maharg, Paul; Jenkins, Henry. Num Pages: 304 pages, Illustrations. BIC Classification: JNK; JNV. Category: (G) General (US: Trade); (UP) Postgraduate, Research & Scholarly; (UU) Undergraduate. Dimension: 232 x 157 x 19. Weight in Grams: 484. 304 pages, Illustrations. Editor(s): Maharg, Paul; Jenkins, Henry. How can gaming and simulation technologies be used to engage learners? How can they be used to motivate and accelerate learning? What are their main strengths for learning? In this book, contributors explore such questions to help you understand the paradigm shift from conventional learning environments to learning in games and simulations. Cateogry: (G) General (US: Trade); (UP) Postgraduate, Research & Scholarly; (UU) Undergraduate. BIC Classification: JNK; JNV. Dimension: 232 x 157 x 19. Weight: 484. . . . . . . Bookseller Inventory # V9781441198709

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Book Description Continuum. Book Condition: New. 2011. 0th Edition. Paperback. How can gaming and simulation technologies be used to engage learners? How can they be used to motivate and accelerate learning? What are their main strengths for learning? In this book, contributors explore such questions to help you understand the paradigm shift from conventional learning environments to learning in games and simulations. Editor(s): Maharg, Paul; Jenkins, Henry. Num Pages: 304 pages, Illustrations. BIC Classification: JNK; JNV. Category: (G) General (US: Trade); (UP) Postgraduate, Research & Scholarly; (UU) Undergraduate. Dimension: 232 x 157 x 19. Weight in Grams: 484. 304 pages, Illustrations. Editor(s): Maharg, Paul; Jenkins, Henry. How can gaming and simulation technologies be used to engage learners? How can they be used to motivate and accelerate learning? What are their main strengths for learning? In this book, contributors explore such questions to help you understand the paradigm shift from conventional learning environments to learning in games and simulations. Cateogry: (G) General (US: Trade); (UP) Postgraduate, Research & Scholarly; (UU) Undergraduate. BIC Classification: JNK; JNV. Dimension: 232 x 157 x 19. Weight: 484. . . . . . Books ship from the US and Ireland. Bookseller Inventory # V9781441198709

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Book Description Continuum Publishing Corporation, United States, 2011. Paperback. Book Condition: New. 231 x 155 mm. Language: English . Brand New Book. This title analyses the variety of play implemented within educational games and simulations and gives detailed examples of cutting-edge application in a wide range of disciplines. The popularity of entertainment gaming over the last decades has more recently led to the use of games for non-entertainment purposes, such as training and business support. The emergence of the serious games movement has capitalized on this interest in leisure gaming and helped to spread applications from the home into schools, colleges, universities and out into 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 they be used to motivate and accelerate learning? What are their main strengths for learning? The contributors explore these, and many other questions, to help the reader to understand the paradigm shift from conventional learning environments to learning in games and simulations. Bookseller Inventory # AA79781441198709

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DIGITAL GAMES AND LEARNING -
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De Freitas, Sara (Editor)/ Jenkins, Henry (Introduction by)/ Maharg, Paul (Editor)
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