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Titlebook: Game-Based Learning Across the Lifespan; Cross-Generational a Margarida Romero,Kimberly Sawchuk,Hubert Ouellet Book 2017 The Editor(s) (if

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發(fā)表于 2025-3-21 16:59:57 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書(shū)目名稱(chēng)Game-Based Learning Across the Lifespan
副標(biāo)題Cross-Generational a
編輯Margarida Romero,Kimberly Sawchuk,Hubert Ouellet
視頻videohttp://file.papertrans.cn/381/380523/380523.mp4
概述Examines digital game-based learning (DGBL) for various stages of life, from childhood to late adulthood.Details state of the art methodologies for age-specific game design, development, implementatio
叢書(shū)名稱(chēng)Advances in Game-Based Learning
圖書(shū)封面Titlebook: Game-Based Learning Across the Lifespan; Cross-Generational a Margarida Romero,Kimberly Sawchuk,Hubert Ouellet Book 2017 The Editor(s) (if
描述.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..
出版日期Book 2017
關(guān)鍵詞Active aging and technology; Game-based learning; Later life learning; Lifelong learning; Serious games;
版次1
doihttps://doi.org/10.1007/978-3-319-41797-4
isbn_softcover978-3-319-82431-4
isbn_ebook978-3-319-41797-4Series ISSN 2567-8086 Series E-ISSN 2567-8485
issn_series 2567-8086
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
The information of publication is updating

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Miami Six-O: Lessons Learned From an Intergenerational Game Design Workshop,that shared popular culture references and design themes such as competition, creativity, diversion, and social connectedness were helpful in moving the creative process forward and overcoming generational differences.
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Blurring the Lines of Age: Intergenerational Collaboration in Alternate Reality Games,ults. These focus on ways to promote collaboration, blurring the boundaries between real life and the game, utilizing collaborative storytelling, and using demographic-specific mixed media as part of ARGs.
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America’s Most Successful Startupsintroduce the Game Design for Lifelong Learning Playful Experience (GD-LLL-PE) including four perspectives (learning, storytelling, gameplay and user experience) and five phases (context and learner analysis, game design, pedagogical integration, play and experience) to study the pedagogical use of digital games across the lifespan.
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