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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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21#
發(fā)表于 2025-3-25 06:56:11 | 只看該作者
David E. McNabb,Carl R. Swenson through digital technologies) and a number of different topics (ranging from contemporary digital technologies to literature and arts), while actively creating digital content and playing online digital games. The results show the potential of playful learning activities, and the importance of both
22#
發(fā)表于 2025-3-25 09:39:02 | 只看該作者
https://doi.org/10.1057/9780230597945n creation and game selection processes for teachers as well as design choices for game developers. The independent digital game development scene served as the primary source for the development of the model. Because games revolving around age- and aging-related topics appear to be exceedingly rare
23#
發(fā)表于 2025-3-25 15:00:57 | 只看該作者
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發(fā)表于 2025-3-25 16:08:07 | 只看該作者
25#
發(fā)表于 2025-3-25 21:22:46 | 只看該作者
26#
發(fā)表于 2025-3-26 01:54:59 | 只看該作者
Blurring the Lines of Age: Intergenerational Collaboration in Alternate Reality Games,erational play especially in the context of intergenerational games. In this chapter, we explore the idea of using alternate reality games (ARGs) for intergenerational collaborative learning. ARGs provide an opportunity for pervasive, immersive, gameplay where cooperation and collaboration are often
27#
發(fā)表于 2025-3-26 04:28:45 | 只看該作者
Implementing Maker Spaces to Promote Cross-Generational Sharing and Learning, the implementation of maker spaces presents in formal and informal educational settings. We first discuss the main characteristics of the maker movement and illustrate some concrete activities that are taking place in Montreal and Quebec City. We then explore to which extent students build knowledg
28#
發(fā)表于 2025-3-26 11:11:34 | 只看該作者
29#
發(fā)表于 2025-3-26 14:53:24 | 只看該作者
30#
發(fā)表于 2025-3-26 20:37:28 | 只看該作者
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