LEADER 01969nam 2200457zu 450 001 9910137496803321 005 20210807004958.0 035 $a(CKB)3710000000567567 035 $a(SSID)ssj0001695621 035 $a(PQKBManifestationID)16542248 035 $a(PQKBTitleCode)TC0001695621 035 $a(PQKBWorkID)15066097 035 $a(PQKB)25087869 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/48273 035 $a(EXLCZ)993710000000567567 100 $a20160829d2016 uy 101 0 $aeng 135 $aurmn|---annan 181 $ctxt 182 $cc 183 $acr 200 00$aGamepaddle : video games, education, empowerment 210 $cLedizioni$d2016 210 31$a[Place of publication not identified]$cLedizioni$d2016 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a88-6705-410-4 330 $aIn the educational discourse video games are often regarded as a vital risk for young people. Especially excessive gaming of adolescents troubles teachers, educators and parents. The lack of knowledge about digital gaming worlds, as well as the lack of own gaming experience can lead to misjudgement and ignorance of resources acquired by young gamers. This is the starting point of the Gamepaddle project: identifying young people?s game-related resources and helping them to benefit from them in other primarily non-game-related contexts such as school, intergenerational dialogue, creative activity or civic commitment. 606 $aRecreation & Sports$2HILCC 606 $aSocial Sciences$2HILCC 610 $aeducation 610 $aVideogames 615 7$aRecreation & Sports 615 7$aSocial Sciences 700 $aMichaela Anderle$4auth 702 $aAnderle$b Michaela 702 $aRing$b Sebastian 801 0$bPQKB 906 $aBOOK 912 $a9910137496803321 996 $aGamepaddle : video games, education, empowerment$92264434 997 $aUNINA