S. Kelle, S. Sigurðarson, W. Westera, and M. Specht. E-Infrastructures and Technologies for Lifelong Learning: Next Generation Environments, IGI Global, Hershey, PA, (2010)
Abstract
Digital Games as a means of learning have become more important in recent years. Infrastructural and sociological developments have created fertile grounds for game innovations, making use of latest technology and being welcomed by new generations of learners. This chapter focuses on an overview of the current state of the art of learning games, explaining different perspectives. As the gamers’ generation has now grown up, the educational contexts for life-long learning like higher and vocational education are moving into the scope of game based learning and therefore deserve special attention.
%0 Book Section
%1 kelle2010game
%A Kelle, Sebastian
%A Sigurðarson, Steinn
%A Westera, Wim
%A Specht, Marcus
%B E-Infrastructures and Technologies for Lifelong Learning: Next Generation Environments
%C Hershey, PA
%D 2010
%E Magoulas, George D.
%I IGI Global
%K citesme education games haifa-games-course learning lifelong
%T Game-Based Life-Long Learning
%U http://dspace.ou.nl/handle/1820/2430
%X Digital Games as a means of learning have become more important in recent years. Infrastructural and sociological developments have created fertile grounds for game innovations, making use of latest technology and being welcomed by new generations of learners. This chapter focuses on an overview of the current state of the art of learning games, explaining different perspectives. As the gamers’ generation has now grown up, the educational contexts for life-long learning like higher and vocational education are moving into the scope of game based learning and therefore deserve special attention.
@incollection{kelle2010game,
abstract = {Digital Games as a means of learning have become more important in recent years. Infrastructural and sociological developments have created fertile grounds for game innovations, making use of latest technology and being welcomed by new generations of learners. This chapter focuses on an overview of the current state of the art of learning games, explaining different perspectives. As the gamers’ generation has now grown up, the educational contexts for life-long learning like higher and vocational education are moving into the scope of game based learning and therefore deserve special attention.},
added-at = {2010-09-19T02:24:12.000+0200},
address = {Hershey, PA},
author = {Kelle, Sebastian and Sigurðarson, Steinn and Westera, Wim and Specht, Marcus},
biburl = {https://www.bibsonomy.org/bibtex/2c4ef4710f64b0648a4165f2cb12788ab/yish},
booktitle = {E-Infrastructures and Technologies for Lifelong Learning: Next Generation Environments},
editor = {Magoulas, George D.},
interhash = {cc13cc364f1b34b138a7eaf7e0a9d11f},
intrahash = {c4ef4710f64b0648a4165f2cb12788ab},
keywords = {citesme education games haifa-games-course learning lifelong},
publisher = {IGI Global},
timestamp = {2010-09-19T02:24:13.000+0200},
title = {Game-Based Life-Long Learning},
url = {http://dspace.ou.nl/handle/1820/2430},
year = 2010
}