Digital Games and Learning: Research and Theory

B́a trước
Routledge, 26 thg 3, 2014 - 225 trang

In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background.

Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail.

This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.

 

Nội dung

List of figures
LIST OF FIGURES
PART V
LIST OF TABLES
Games as Meaningful Challenges
Games as Authentic Contexts
Games as Social Interactions
Games as Engaging Events
Games as Reward Mechanisms
Games as Protected Play
Games as Experimental Spaces
Games as Other Worlds
Games as Interactive Systems
Games as MultiSensory Experiences
The Future of Games and Learning
Index

Games as Designed Enjoyment

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Giới thiệu về tác giả (2014)

Nicola Whitton works as a Senior Research Fellow at Manchester Metropolitan University. She holds a doctorate in the use of educational games for learning and her research focuses on the relationship between games, play and learning. More broadly, her research interests encompass learning and teaching innovation and the use of rich media and technology for learning.

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