Game-Based Learning Across the Lifespan (eBook)

Cross-Generational and Age-Oriented Topics
eBook Download: PDF
2016 | 1st ed. 2017
IX, 154 Seiten
Springer International Publishing (Verlag)
978-3-319-41797-4 (ISBN)

Lese- und Medienproben

Game-Based Learning Across the Lifespan -
Systemvoraussetzungen
106,99 inkl. MwSt
  • Download sofort lieferbar
  • Zahlungsarten anzeigen

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. 

Dr. Josep Blat is currently affiliated to Universitat Pompeu Fabra, Barcelona. His current research interests include cooperative environments; intelligent web portals; educational telematics; multimedia and GIS; computational educational toys. He graduated from the University of Valencia in 1979, got his Ph.D. in mathematics at Heriot-Watt University in Edinburgh in 1985, and developed his post-doctoral work at Université Paris-Dauphine.

Dr. Sergio Sayago holds a PhD Cum Laude in Computer Science and Digital Communication by Universitat Pompeu Fabra (UPF, 2009). As of September 1, 2014, he is a visiting tenure-track lecturer at Universitat de Lleida (UdL). Prior to that, he was a post-doctoral research fellow at Universidad Carlos III de Madrid (UC3M, 2012 - 2014, Alliance 4 Universities Fellowship) and at University of Dundee (UoD, Scotland, 2010-2012, Beatriu de Pinós Fellowship). He has been conducting research in the field of Human-Computer Interaction 

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. Dr. Josep Blat is currently affiliated to Universitat Pompeu Fabra, Barcelona. His current research interests include cooperative environments; intelligent web portals; educational telematics; multimedia and GIS; computational educational toys. He graduated from the University of Valencia in 1979, got his Ph.D. in mathematics at Heriot-Watt University in Edinburgh in 1985, and developed his post-doctoral work at Université Paris-Dauphine.Dr. Sergio Sayago holds a PhD Cum Laude in Computer Science and Digital Communication by Universitat Pompeu Fabra (UPF, 2009). As of September 1, 2014, he is a visiting tenure-track lecturer at Universitat de Lleida (UdL). Prior to that, he was a post-doctoral research fellow at Universidad Carlos III de Madrid (UC3M, 2012 – 2014, Alliance 4 Universities Fellowship) and at University of Dundee (UoD, Scotland, 2010-2012, Beatriu de Pinós Fellowship). He has been conducting research in the field of Human-Computer Interaction 

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.

Erscheint lt. Verlag 22.10.2016
Reihe/Serie Advances in Game-Based Learning
Zusatzinfo IX, 154 p. 34 illus., 33 illus. in color.
Verlagsort Cham
Sprache englisch
Themenwelt Geisteswissenschaften
Sozialwissenschaften Pädagogik Erwachsenenbildung
Sozialwissenschaften Pädagogik Schulpädagogik / Grundschule
Schlagworte Active aging and technology • Game-based Learning • Later life learning • Learning and Instruction • Lifelong Learning • Serious Games • Serious games and aging
ISBN-10 3-319-41797-5 / 3319417975
ISBN-13 978-3-319-41797-4 / 9783319417974
Haben Sie eine Frage zum Produkt?
PDFPDF (Wasserzeichen)
Größe: 4,5 MB

DRM: Digitales Wasserzeichen
Dieses eBook enthält ein digitales Wasser­zeichen und ist damit für Sie persona­lisiert. Bei einer missbräuch­lichen Weiter­gabe des eBooks an Dritte ist eine Rück­ver­folgung an die Quelle möglich.

Dateiformat: PDF (Portable Document Format)
Mit einem festen Seiten­layout eignet sich die PDF besonders für Fach­bücher mit Spalten, Tabellen und Abbild­ungen. Eine PDF kann auf fast allen Geräten ange­zeigt werden, ist aber für kleine Displays (Smart­phone, eReader) nur einge­schränkt geeignet.

Systemvoraussetzungen:
PC/Mac: Mit einem PC oder Mac können Sie dieses eBook lesen. Sie benötigen dafür einen PDF-Viewer - z.B. den Adobe Reader oder Adobe Digital Editions.
eReader: Dieses eBook kann mit (fast) allen eBook-Readern gelesen werden. Mit dem amazon-Kindle ist es aber nicht kompatibel.
Smartphone/Tablet: Egal ob Apple oder Android, dieses eBook können Sie lesen. Sie benötigen dafür einen PDF-Viewer - z.B. die kostenlose Adobe Digital Editions-App.

Buying eBooks from abroad
For tax law reasons we can sell eBooks just within Germany and Switzerland. Regrettably we cannot fulfill eBook-orders from other countries.

Mehr entdecken
aus dem Bereich
Wirkungsvolle Modelle, kommentierte Falldarstellungen, zahlreiche …

von Björn Migge

eBook Download (2023)
Beltz (Verlag)
66,99