02335nam 2200565 a 450 991081753930332120240513184421.01-282-97767-997866129776711-4411-7719-1(CKB)2670000000067660(EBL)655488(OCoLC)703137716(MiAaPQ)EBC655488(Au-PeEL)EBL655488(CaPaEBR)ebr10443214(CaONFJC)MIL297767(EXLCZ)99267000000006766020100611d2010 uy 0engur|n|---|||||txtrdacontentcrdamediacrrdacarrierDigital games and learning /edited by Sara de Freitas and Paul Maharg1st ed.New York Continuum20101 online resource (309 p.)Description based upon print version of record.0-8264-2137-7 1-4411-9870-9 Includes bibliographical references and index.pt. 1. Theoria : theoretical positions -- pt. 2. Cultura : cultural perspectives -- pt. 3. Praxis : theory into practice.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 accEducationComputer-assisted instructionVideo gamesEducational gamesEducationComputer-assisted instruction.Video games.Educational games.371.33/70285Freitas Sara de1660831Maharg Paul968882MiAaPQMiAaPQMiAaPQBOOK9910817539303321Digital games and learning4016328UNINA