1.

Record Nr.

UNINA9910135974303321

Titolo

Game-Based Learning Across the Lifespan : Cross-Generational and Age-Oriented Topics / / edited by Margarida Romero, Kimberly Sawchuk, Josep Blat, Sergio Sayago, Hubert Ouellet

Pubbl/distr/stampa

Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017

Edizione

[1st ed. 2017.]

Descrizione fisica

1 online resource (IX, 154 p. 34 illus., 33 illus. in color.)

Collana

Advances in Game-Based Learning, , 2567-8086

Disciplina

371.33

Soggetti

Educational technology

Learning

Instruction

Lifelong learning

Adult education

Educational Technology

Learning & Instruction

Lifelong Learning/Adult Education

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di bibliografia

Includes bibliographical references at the end of each chapters and index.

Nota di contenuto

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.

Sommario/riassunto

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.