04322nam 22006255 450 991013597430332120200630121433.010.1007/978-3-319-41797-4(CKB)3710000000911461(DE-He213)978-3-319-41797-4(MiAaPQ)EBC4723011(EXLCZ)99371000000091146120161022d2017 u| 0engurnn|008mamaatxtrdacontentcrdamediacrrdacarrierGame-Based Learning Across the Lifespan Cross-Generational and Age-Oriented Topics /edited by Margarida Romero, Kimberly Sawchuk, Josep Blat, Sergio Sayago, Hubert Ouellet1st ed. 2017.Cham :Springer International Publishing :Imprint: Springer,2017.1 online resource (IX, 154 p. 34 illus., 33 illus. in color.) Advances in Game-Based Learning,2567-80863-319-41795-9 3-319-41797-5 Includes bibliographical references at the end of each chapters and index.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.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.Advances in Game-Based Learning,2567-8086Educational technologyLearningInstructionLifelong learningAdult educationEducational Technologyhttps://scigraph.springernature.com/ontologies/product-market-codes/O21000Learning & Instructionhttps://scigraph.springernature.com/ontologies/product-market-codes/O22000Lifelong Learning/Adult Educationhttps://scigraph.springernature.com/ontologies/product-market-codes/O42000Educational technology.Learning.Instruction.Lifelong learning.Adult education.Educational Technology.Learning & Instruction.Lifelong Learning/Adult Education.371.33Romero Margaridaedthttp://id.loc.gov/vocabulary/relators/edtSawchuk Kimberlyedthttp://id.loc.gov/vocabulary/relators/edtBlat Josepedthttp://id.loc.gov/vocabulary/relators/edtSayago Sergioedthttp://id.loc.gov/vocabulary/relators/edtOuellet Hubertedthttp://id.loc.gov/vocabulary/relators/edtBOOK9910135974303321Game-Based Learning Across the Lifespan2530786UNINA