ゲームと学習:研究と理論<br>Digital Games and Learning : Research and Theory (Digital Games, Simulations, and Play in Learning)

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ゲームと学習:研究と理論
Digital Games and Learning : Research and Theory (Digital Games, Simulations, and Play in Learning)

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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 215 p.
  • 言語 ENG
  • 商品コード 9780415629393
  • DDC分類 371.334

Full Description

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.

Contents

Part 1: Introduction

Chapter 1

Overview

Chapter 2

Evaluating digital games for learning

Part 2: Games as active learning environments

Chapter 3

Games as meaningful challenges

Chapter 4

Games as authentic contexts

Chapter 5

Games as social interactions

Part 3: Games as motivational tools

Chapter 6

Games as engaging events

Chapter 7

Games as designed enjoyment

Chapter 8

Games as reward mechanisms

Part 4: Games as playgrounds

Chapter 9

Games as protected play

Chapter 10

Games as experimental spaces

Chapter 11

Games as other worlds

Part 5: Games as learning technologies

Chapter 12

Games as interactive systems

Chapter 13

Games as digital habitats

Chapter 14

Games as multi-sensory experiences

Part 6: Conclusion

Chapter 15

The future of games and learning

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