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Kategorie szczegółowe BISAC

Game-Based Learning Across the Lifespan: Cross-Generational and Age-Oriented Topics

ISBN-13: 9783319824314 / Angielski / Miękka / 2018 / 154 str.

Margarida Romero; Kimberly Sawchuk; Josep Blat
Game-Based Learning Across the Lifespan: Cross-Generational and Age-Oriented Topics Romero, Margarida 9783319824314 Springer - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Game-Based Learning Across the Lifespan: Cross-Generational and Age-Oriented Topics

ISBN-13: 9783319824314 / Angielski / Miękka / 2018 / 154 str.

Margarida Romero; Kimberly Sawchuk; Josep Blat
cena 443,82
(netto: 422,69 VAT:  5%)

Najniższa cena z 30 dni: 424,07
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Kategorie:
Podręczniki
Kategorie BISAC:
Education > Computers & Technology
Education > Educational Psychology
Education > Adult & Continuing Education
Wydawca:
Springer
Seria wydawnicza:
Advances in Game-Based Learning
Język:
Angielski
ISBN-13:
9783319824314
Rok wydania:
2018
Wydanie:
Softcover Repri
Ilość stron:
154
Waga:
0.24 kg
Wymiary:
23.39 x 15.6 x 0.89
Oprawa:
Miękka
Wolumenów:
01
Dodatkowe informacje:
Wydanie ilustrowane

Cross-generational and age-oriented digital game based learning (DGBL) from childhood to older adulthood.- DGBL state-of-the-art for cross-generational and age-oriented learning.- Childhood play and DGBL: Should parents be afraid of digital technologies for supporting children's work or play?.-Primary education and DGBL: From mini-games to immersive games in primary formal education.- Secondary education and DGBL: the opportunity of mobile game environments.- Higher education and DGBL.- Gaming in the workplace.- Digital game activities in later life: a literature review.- Older adults and DGBL, from exergames to social gaming.- Game co-creation with older adults.- Exergames and games for health across the lifespan.- Serious games for society challenges.- DGBL across the lifespan implications for game designers and formal education.-  DGBL across the lifespan, game industry opportunities and challenges.- Cross-generational DGBL outlook for the short, mid and long term future.

Margarida Romero, Ph.D., is an Assistant Professor in Educational Technologies at the Université Laval (Canada) and researcher in the FP7 Network of Excellence Games and Learning Alliance (GaLA). Her research and teaching interests focus on educational technologies in lifelong learning, including educational, organizational and informal learning contexts, with a special focus on Game Based Learning and Serious Games.

Dr. Kim Sawchuk is a professor of Communication Studies at Concordia University. She is one of the directors of the Mobile Media Lab (Montreal-Toronto) co-located in the Department of Communication Studies, Concordia University and the Department of Design, York University, Toronto. She is the co-editor of Sampling the Wireless Spectrum, University of Toronto Press (2010) and currently holds an SSHRC grant, with Dr. Barbara Crow, on senior citizens and cellular phones. 

Dr. Josep Blat is currently affiliated to Universitat Pompeu Fabra, Barcelona. His current research interests include cooperative environments; intelligent web portals; educational telematics; multimedia and GIS; computational educational toys. He graduated from the University of Valencia in 1979, got his Ph.D. in mathematics at Heriot-Watt University in Edinburgh in 1985, and developed his post-doctoral work at Université Paris-Dauphine.

Dr. Sergio Sayago holds a PhD Cum Laude in Computer Science and Digital Communication by Universitat Pompeu Fabra (UPF, 2009). As of September 1, 2014, he is a visiting tenure-track lecturer at Universitat de Lleida (UdL). Prior to that, he was a post-doctoral research fellow at Universidad Carlos III de Madrid (UC3M, 2012 – 2014, Alliance 4 Universities Fellowship) and at University of Dundee (UoD, Scotland, 2010-2012, Beatriu de Pinós Fellowship). He has been conducting research in the field of Human-Computer Interaction 

The book provides a systemic view of the state-of-the-art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges,and implications of DGBL across the lifespan for game designers.

In addition to the state-of-the-art methodologies provided for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations.




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