Game Science in Hybrid Learning Spaces: Digital Games, Simulations, and Play in Learning
Autor Sylvester Arnaben Limba Engleză Paperback – 18 mai 2020
Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.
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Specificații
ISBN-13: 9781138239760
ISBN-10: 1138239763
Pagini: 244
Ilustrații: 60
Dimensiuni: 152 x 229 x 13 mm
Greutate: 0.35 kg
Ediția:1
Editura: Taylor & Francis
Colecția Routledge
Seria Digital Games, Simulations, and Play in Learning
Locul publicării:Oxford, United Kingdom
ISBN-10: 1138239763
Pagini: 244
Ilustrații: 60
Dimensiuni: 152 x 229 x 13 mm
Greutate: 0.35 kg
Ediția:1
Editura: Taylor & Francis
Colecția Routledge
Seria Digital Games, Simulations, and Play in Learning
Locul publicării:Oxford, United Kingdom
Cuprins
Section 1: Hybrid Learning 1. Breaking the Barriers of Space and Time 2. Hybrid Leanring Section 2: Game Science 3. Play, Games, and Motivation 4. Applied Gaming, Gamification, and Gameful Design Section 3: Transforming practice and trends to consider 5. Game Science in Hybrid Learning Spaces 6. Hybrid and Gamified Leanring Framework 7. Hybridity, Gamefulness, and Beyond
Notă biografică
Sylvester Arnab is Professor of Game Science, Research and Applied Innovation Lead at the Disruptive Media Learning Lab, and Associate of the Faculty Research Centre in Postdigital Cultures at Coventry University, UK.
Descriere
Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts.