The pervasive use of games by students and their integration in formal
education by a number of pioneer teachers creates a need for a different
frame-of-mind to look at the learning experience offered by such
innovative technology-enhanced learning experiences. Educational
computer games are related to two disciplines, which are computer
sciences (in particular, eLearning and related areas) and games
development. A pattern-based design approach to overcome the problems
and challenges of learning-games is proposed in this book. The aim is to
awaken the learning-game community to approach learning-game design
more structurally and to motivate them to communally create a
theoretical and practical basis for learning-game design and game-based
learning research. Furthermore, given the popularity of computer games
and the educational and ethical problems they raise, we need a way of
evaluating games. This book contributes to this task by articulating the
epistemic, moral, and ethical aims of education and by applying these
criteria to computer games.
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