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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.
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.
The implementation of technological tools in classroom settings
provides significant enhancements to the learning process. When
utilized properly, students can achieve better knowledge and
understanding. Multiculturalism and Technology-Enhanced Language
Learning is a critical source of research for the latest
perspectives on the intersection of cross-cultural studies and
technology in foreign language learning classrooms. Highlighting
pertinent topics across a range of relevant coverage, such as
mobile learning, game-based learning, and distance education, this
book is ideally designed for educators, researchers, academics,
linguists, and upper-level students interested in the latest
innovations for language education.
Information is now available almost instantaneously from multiple
locations and diverse perspectives, through different tools and
interoperable means, offering an onsite, online and mixed reality
environment that facilitates learning more than ever before.
Learning is a progression from knowledge acquisition, meaning and
signification construction to transferable knowledge,
signification, skills and competencies across fields and
disciplines with local and global impact. The individual is free
from space and time boundaries, flexible and interconnected and
able to move without barriers within diverse teams and communities
for personal or professional purposes. The 21st century Lifelong
Learning program also involves the utilization of new methodologies
as well as technologies to promote connectivity and intimacy; the
environment needs to be useful and supportive for all. This
collective construction of new knowledge, skills and competencies
on a global, collective intelligence network, enables creative
behaviors which influence everyone in close virtual or physical
proximity. This book introduces a matrix of methods, tools and
techniques referring to individual, team and wider social skills
supporting the realization of one's dream. Individual, small team,
social and community skills and actual competences, aided by the
ever-present new and emerging technologies, enable and support
every learner to expand and thrive on the Lifelong Learning life
course.
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