LEADER 04322nam 22006255 450 001 9910135974303321 005 20200630121433.0 024 7 $a10.1007/978-3-319-41797-4 035 $a(CKB)3710000000911461 035 $a(DE-He213)978-3-319-41797-4 035 $a(MiAaPQ)EBC4723011 035 $a(EXLCZ)993710000000911461 100 $a20161022d2017 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aGame-Based Learning Across the Lifespan $eCross-Generational and Age-Oriented Topics /$fedited by Margarida Romero, Kimberly Sawchuk, Josep Blat, Sergio Sayago, Hubert Ouellet 205 $a1st ed. 2017. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2017. 215 $a1 online resource (IX, 154 p. 34 illus., 33 illus. in color.) 225 1 $aAdvances in Game-Based Learning,$x2567-8086 311 $a3-319-41795-9 311 $a3-319-41797-5 320 $aIncludes bibliographical references at the end of each chapters and index. 327 $aCross-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. 330 $aThe book provides a systemic view of the state-of-the-art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges,and implications of DGBL across the lifespan for game designers. In addition to the state-of-the-art methodologies provided for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations. 410 0$aAdvances in Game-Based Learning,$x2567-8086 606 $aEducational technology 606 $aLearning 606 $aInstruction 606 $aLifelong learning 606 $aAdult education 606 $aEducational Technology$3https://scigraph.springernature.com/ontologies/product-market-codes/O21000 606 $aLearning & Instruction$3https://scigraph.springernature.com/ontologies/product-market-codes/O22000 606 $aLifelong Learning/Adult Education$3https://scigraph.springernature.com/ontologies/product-market-codes/O42000 615 0$aEducational technology. 615 0$aLearning. 615 0$aInstruction. 615 0$aLifelong learning. 615 0$aAdult education. 615 14$aEducational Technology. 615 24$aLearning & Instruction. 615 24$aLifelong Learning/Adult Education. 676 $a371.33 702 $aRomero$b Margarida$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aSawchuk$b Kimberly$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aBlat$b Josep$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aSayago$b Sergio$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aOuellet$b Hubert$4edt$4http://id.loc.gov/vocabulary/relators/edt 906 $aBOOK 912 $a9910135974303321 996 $aGame-Based Learning Across the Lifespan$92530786 997 $aUNINA