Game-Based Learning Across the Lifespan

Cross-Generational and Age-Oriented Topics
Buch | Hardcover
IX, 154 Seiten
2016 | 1st ed. 2017
Springer International Publishing (Verlag)
978-3-319-41795-0 (ISBN)

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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.


Margarida Romero, Ph.D., is an Assistant Professor in Educational Technologies at the Université Laval (Canada) and researcher in the FP7 Network of Excellence Games and Learning Alliance (GaLA). Her research and teaching interests focus on educational technologies in lifelong learning, including educational, organizational and informal learning contexts, with a special focus on Game Based Learning and Serious Games. Dr. Kim Sawchuk is a professor of Communication Studies at Concordia University. She is one of the directors of the Mobile Media Lab (Montreal-Toronto) co-located in the Department of Communication Studies, Concordia University and the Department of Design, York University, Toronto. She is the co-editor of Sampling the Wireless Spectrum, University of Toronto Press (2010) and currently holds an SSHRC grant, with Dr. Barbara Crow, on senior citizens and cellular phones.

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.

Erscheinungsdatum
Reihe/Serie Advances in Game-Based Learning
Zusatzinfo IX, 154 p. 34 illus., 33 illus. in color.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Themenwelt Schulbuch / Wörterbuch Unterrichtsvorbereitung Unterrichts-Handreichungen
Geisteswissenschaften Psychologie Pädagogische Psychologie
Sozialwissenschaften Pädagogik Erwachsenenbildung
Sozialwissenschaften Pädagogik Schulpädagogik / Grundschule
Schlagworte Active aging and technology • Education • Educational technology • Game-based Learning • Later life learning • Learning & Instruction • Learning and Instruction • Learning & Instruction • Lifelong Learning • Lifelong Learning/Adult Education • Serious Games • Serious games and aging
ISBN-10 3-319-41795-9 / 3319417959
ISBN-13 978-3-319-41795-0 / 9783319417950
Zustand Neuware
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