Video games and learning in higher education (PDF)
(Sprache: Englisch)
On the Horizon has previously published special issues discussing the use of new media and gaming technologies for learning in both formal teaching environments and informal learning spaces. Indeed, gameful teaching practices are gaining momentum in the...
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On the Horizon has previously published special issues discussing the use of new media and gaming technologies for learning in both formal teaching environments and informal learning spaces. Indeed, gameful teaching practices are gaining momentum in the academy and sparking unprecedented student-centered engagement. Simultaneously, collateral developments, namely the evolution of new programs of study such as game and simulation design programs, as well as related research and development centers are breathing new life into technology transfer initiatives and spurring renewed interest in business incubators and entrepreneurship. However, capitalizing on these developments places teaching programs and commercialization efforts in tension with many cultural norms and organizational processes associated with higher education.In this special issue, we explore these opportunities and tensions, highlighting the current and forecasted impact of this growing field for not only program development and teaching, but also in terms of far-reaching economic impact. Concluding essays will propose an agenda for the field, highlighting both cultural and tangible constructs tied to higher education that must be re-conceptualized in order to fully realize the opportunities presented by this movement.
Bibliographische Angaben
- 2016, 136 Seiten, Englisch
- Herausgegeben: Elizabeth King, Constance Steinkuehler, Danielle Herro, Elisabeth Gee
- Verlag: Emerald Group Publishing Limited
- ISBN-10: 1786352486
- ISBN-13: 9781786352484
- Erscheinungsdatum: 17.02.2016
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