Game-Based Learning Across the Lifespan Cross-Generational and Age-Oriented Topics /

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-...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Romero, Margarida (Επιμελητής έκδοσης), Sawchuk, Kimberly (Επιμελητής έκδοσης), Blat, Josep (Επιμελητής έκδοσης), Sayago, Sergio (Επιμελητής έκδοσης), Ouellet, Hubert (Επιμελητής έκδοσης)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Cham : Springer International Publishing : Imprint: Springer, 2017.
Σειρά:Advances in Game-Based Learning
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
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245 1 0 |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. 
264 1 |a Cham :  |b Springer International Publishing :  |b Imprint: Springer,  |c 2017. 
300 |a IX, 154 p. 34 illus., 33 illus. in color.  |b online resource. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |b PDF  |2 rda 
490 1 |a Advances in Game-Based Learning 
505 0 |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. 
520 |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. 
650 0 |a Education. 
650 0 |a Educational technology. 
650 0 |a Lifelong learning. 
650 0 |a Adult education. 
650 1 4 |a Education. 
650 2 4 |a Educational Technology. 
650 2 4 |a Learning & Instruction. 
650 2 4 |a Lifelong Learning/Adult Education. 
700 1 |a Romero, Margarida.  |e editor. 
700 1 |a Sawchuk, Kimberly.  |e editor. 
700 1 |a Blat, Josep.  |e editor. 
700 1 |a Sayago, Sergio.  |e editor. 
700 1 |a Ouellet, Hubert.  |e editor. 
710 2 |a SpringerLink (Online service) 
773 0 |t Springer eBooks 
776 0 8 |i Printed edition:  |z 9783319417950 
830 0 |a Advances in Game-Based Learning 
856 4 0 |u http://dx.doi.org/10.1007/978-3-319-41797-4  |z Full Text via HEAL-Link 
912 |a ZDB-2-EDA 
950 |a Education (Springer-41171)