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Digital Games and Learning
Society & Social Sciences

Digital Games and Learning

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"Digital Games and Learning" by Paul Maharg, Sara de Freitas, published by Bloomsbury Academic. The 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 accelerate learning? How can they be used to greatest effect in learning and teaching? The contributors explore these and many other questions that are vital to our understanding of the paradigm shift from conventional learning environments to learning in games and simulations. >

Book Specifications

ISBN-139781441198709
ISBN-101441198709
PublisherBloomsbury Publishing India Private Limited
Languageenglish
Print Length320 pages
CategorySociety & Social Sciences

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