Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning.
Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning.
Nicola Whitton works as a Senior Research Fellow at Manchester Metropolitan University. She holds a doctorate in the use of educational games for learning and her research focuses on the relationship between games, play and learning. More broadly, her research interests encompass learning and teaching innovation and the use of rich media and technology for learning.
Inhaltsangabe
Part 1: Introduction Chapter 1 Overview Chapter 2 Evaluating digital games for learning Part 2: Games as active learning environments Chapter 3 Games as meaningful challenges Chapter 4 Games as authentic contexts Chapter 5 Games as social interactions Part 3: Games as motivational tools Chapter 6 Games as engaging events Chapter 7 Games as designed enjoyment Chapter 8 Games as reward mechanisms Part 4: Games as playgrounds Chapter 9 Games as protected play Chapter 10 Games as experimental spaces Chapter 11 Games as other worlds Part 5: Games as learning technologies Chapter 12 Games as interactive systems Chapter 13 Games as digital habitats Chapter 14 Games as multi-sensory experiences Part 6: Conclusion Chapter 15 The future of games and learning
Part 1: Introduction Chapter 1 Overview Chapter 2 Evaluating digital games for learning Part 2: Games as active learning environments Chapter 3 Games as meaningful challenges Chapter 4 Games as authentic contexts Chapter 5 Games as social interactions Part 3: Games as motivational tools Chapter 6 Games as engaging events Chapter 7 Games as designed enjoyment Chapter 8 Games as reward mechanisms Part 4: Games as playgrounds Chapter 9 Games as protected play Chapter 10 Games as experimental spaces Chapter 11 Games as other worlds Part 5: Games as learning technologies Chapter 12 Games as interactive systems Chapter 13 Games as digital habitats Chapter 14 Games as multi-sensory experiences Part 6: Conclusion Chapter 15 The future of games and learning
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