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Games and Education: Designs in and for Learning

List Price: $53.00
SKU:
9789004388802
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  • Product Details

    Author:
    Hans Christian Arnseth, Thorkild Hanghøj, Thomas Duus Henriksen, Morten Misfeldt, Robert Ramberg, Staffan Selander
    Format:
    Paperback
    Pages:
    224
    Publisher:
    Brill (November 29, 2018)
    Imprint:
    Brill
    Language:
    English
    Audience:
    Professional and scholarly
    ISBN-13:
    9789004388802
    ISBN-10:
    900438880X
    Weight:
    12oz
    Dimensions:
    6.1" x 9.25" x 0.51"
    File:
    TWO RIVERS-PERSEUS-Metadata_Only_Perseus_Distribution_Customer_Group_Metadata_20260711163347-20260712.xml
    Folder:
    TWO RIVERS
    List Price:
    $53.00
    Country of Origin:
    Netherlands
    As low as:
    $50.35
    Publisher Identifier:
    P-PER
    Discount Code:
    H
    Pub Discount:
    35
    Series:
    Gaming Ecologies and Pedagogies Series
  • Overview

    We live in a time of educational transformations towards more 21st century pedagogies and learning. In the digital age children and young people need to learn critical thinking, creativity and innovation and the ability to solve complex problems and challenges. Traditional pedagogies are in crisis and many pupils experience school as both boring and irrelevant. As a response educators and researchers need to engage in transforming education through the invention of new designs in and for learning. This book explores how games can provide new ideas and new designs for future education. Computer games have become hugely popular and engaging, but as is apparent in this book, games are not magical solutions to making education more engaging, fun and relevant.

    Games and Education explores new designs in and for learning and offer inspiration to teachers, technologists and researchers interested in changing educational practices. Based on contributions from Scandinavian researchers, the book highlights participatory approaches to research and practice by providing more realistic experiences and models of how games can facilitate learning in school.