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Titolo: |
Game-Based Learning Across the Lifespan : Cross-Generational and Age-Oriented Topics / / edited by Margarida Romero, Kimberly Sawchuk, Josep Blat, Sergio Sayago, Hubert Ouellet
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Pubblicazione: | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017 |
Edizione: | 1st ed. 2017. |
Descrizione fisica: | 1 online resource (IX, 154 p. 34 illus., 33 illus. in color.) |
Disciplina: | 371.33 |
Soggetto topico: | Educational technology |
Learning | |
Instruction | |
Lifelong learning | |
Adult education | |
Educational Technology | |
Learning & Instruction | |
Lifelong Learning/Adult Education | |
Persona (resp. second.): | RomeroMargarida |
SawchukKimberly | |
BlatJosep | |
SayagoSergio | |
OuelletHubert | |
Nota di bibliografia: | Includes bibliographical references at the end of each chapters and index. |
Nota di contenuto: | 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. |
Sommario/riassunto: | 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. |
Titolo autorizzato: | Game-Based Learning Across the Lifespan ![]() |
Formato: | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione: | Inglese |
Record Nr.: | 9910135974303321 |
Lo trovi qui: | Univ. Federico II |
Opac: | Controlla la disponibilità qui |