Digital Games & Learning book series
General editors:
Sara de Freitas, University of Coventry, UK
Paul Maharg, Northumbria University, UK
Brief:
Games and simulations have had a new lease of life in the digital revolution. There are remarkable examples of fascinating games that are also tools for learning complex knowledge, and engaging simulations that are used for pleasure and work-related training and education. Their existence raise many research questions: how are they designed? Who plays them? What are the economics of such games for players, providers, others in the market, and how do the economics affect game and simulation production and use? Where are they being used in education and training, and to what effect? Digital Games and Learning (DGL) aims to explore these and many other questions about the design and use of games and simulations in our societies. The series texts will provide:
- Insights into how games and simulations can be used effectively in education
- Appreciation of the multi-disciplinary research base that is emerging in this fast-developing field
- Knowledge of the implementations that can be put to use in different levels of education: school, further education, higher education and workplaces.
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