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03649nam a22005295i 4500 |
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978-3-319-41797-4 |
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DE-He213 |
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20161022120408.0 |
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cr nn 008mamaa |
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161022s2017 gw | s |||| 0|eng d |
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|a 9783319417974
|9 978-3-319-41797-4
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|a 10.1007/978-3-319-41797-4
|2 doi
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|d GrThAP
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|a LC8-6691
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|a YQT
|2 bicssc
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|a EDU039000
|2 bisacsh
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|a 371.33
|2 23
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|a Game-Based Learning Across the Lifespan
|h [electronic resource] :
|b Cross-Generational and Age-Oriented Topics /
|c edited by Margarida Romero, Kimberly Sawchuk, Josep Blat, Sergio Sayago, Hubert Ouellet.
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264 |
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|a Cham :
|b Springer International Publishing :
|b Imprint: Springer,
|c 2017.
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300 |
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|a IX, 154 p. 34 illus., 33 illus. in color.
|b online resource.
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a text file
|b PDF
|2 rda
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|a Advances in Game-Based Learning
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|a 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.
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|a 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.
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650 |
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|a Education.
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|a Educational technology.
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|a Lifelong learning.
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|a Adult education.
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650 |
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|a Education.
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650 |
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|a Educational Technology.
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|a Learning & Instruction.
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650 |
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|a Lifelong Learning/Adult Education.
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700 |
1 |
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|a Romero, Margarida.
|e editor.
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700 |
1 |
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|a Sawchuk, Kimberly.
|e editor.
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700 |
1 |
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|a Blat, Josep.
|e editor.
|
700 |
1 |
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|a Sayago, Sergio.
|e editor.
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700 |
1 |
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|a Ouellet, Hubert.
|e editor.
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710 |
2 |
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|a SpringerLink (Online service)
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773 |
0 |
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|t Springer eBooks
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776 |
0 |
8 |
|i Printed edition:
|z 9783319417950
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830 |
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0 |
|a Advances in Game-Based Learning
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856 |
4 |
0 |
|u http://dx.doi.org/10.1007/978-3-319-41797-4
|z Full Text via HEAL-Link
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912 |
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|a ZDB-2-EDA
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950 |
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|a Education (Springer-41171)
|