000 02992nam a22004695i 4500
001 978-0-387-09775-6
003 DE-He213
005 20160615111915.0
007 cr nn 008mamaa
008 130911s2009 xxu| s |||| 0|eng d
020 _a9780387097756
_9978-0-387-09775-6
024 7 _a10.1007/978-0-387-09775-6
_2doi
049 _aAlfaisal Main Library
050 4 _aLC8-6691
072 7 _aYQT
_2bicssc
072 7 _aEDU039000
_2bisacsh
082 0 4 _a371.33
_223
245 1 0 _aGames: Purpose and Potential in Education
_h[electronic resource] /
_cedited by Christopher Thomas Miller.
264 1 _aBoston, MA :
_bSpringer US :
_bImprint: Springer,
_c2009.
300 _aXVII, 259 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _aRediscovering the Roots of Games in Education -- What Makes Games Compelling? -- Identity and Gaming -- Fair Game: Designing Games to Bridge the Gender Gap -- Games as a Learning Motivator -- Video Game Pedagogy -- Integrating Instructional Design with Game Development to Optimize Game-Based Learning -- Predicting the Future from Multiple Perspectives: Current Problems and Future Potential for Educational Games.
520 _aThe field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.
650 0 _aEducation.
650 0 _aEducation
_xData processing.
650 0 _aEducational technology.
650 1 4 _aEducation.
650 2 4 _aEducational Technology.
650 2 4 _aComputers and Education.
655 7 _aElectronic books.
_2local
700 1 _aMiller, Christopher Thomas.
_eeditor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9780387097749
856 4 0 _uhttp://ezproxy.alfaisal.edu/login?url=http://dx.doi.org/10.1007/978-0-387-09775-6
912 _aZDB-2-SHU
942 _2lcc
_cEBOOKS
999 _c295184
_d295184