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Game-Based Learning Across the Lifespan

Cross-Generational and Age-Oriented Topics

Margarida Romero (Hrsg.), Kimberly Sawchuk (Hrsg.), Hubert Ouellet (Hrsg.), Sergio Sayago (Hrsg.), Josep Blat (Hrsg.)

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Springer International Publishing img Link Publisher

Geisteswissenschaften, Kunst, Musik / Schulpädagogik, Didaktik, Methodik

Beschreibung

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.


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Schlagwörter

learning and instruction, Later life learning, Active aging and technology, Game-based learning, Serious games and aging, Lifelong learning, Serious games