LEADER 02247nam 2200517 a 450 001 9910785669203321 005 20230208020005.0 010 $a1-282-97767-9 010 $a9786612977671 010 $a1-4411-7719-1 035 $a(CKB)2670000000067660 035 $a(EBL)655488 035 $a(OCoLC)703137716 035 $a(MiAaPQ)EBC655488 035 $a(Au-PeEL)EBL655488 035 $a(CaPaEBR)ebr10443214 035 $a(CaONFJC)MIL297767 035 $a(EXLCZ)992670000000067660 100 $a20100611d2010 uy 0 101 0 $aeng 135 $aur|n|---||||| 200 00$aDigital games and learning$b[electronic resource] /$fedited by Sara de Freitas and Paul Maharg 210 $aNew York $cContinuum$d2010 215 $a1 online resource (309 p.) 300 $aDescription based upon print version of record. 311 $a0-8264-2137-7 311 $a1-4411-9870-9 320 $aIncludes bibliographical references and index. 327 $apt. 1. Theoria : theoretical positions -- pt. 2. Cultura : cultural perspectives -- pt. 3. Praxis : theory into practice. 330 $aThe 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 acc 606 $aEducation$xComputer-assisted instruction 606 $aVideo games 606 $aEducational games 615 0$aEducation$xComputer-assisted instruction. 615 0$aVideo games. 615 0$aEducational games. 676 $a371.33/70285 701 $aFreitas$b Sara de$01522064 701 $aMaharg$b Paul$0968882 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910785669203321 996 $aDigital games and learning$93761599 997 $aUNINA