The use of computer games and simulations by young people is commonplace. This research report investigates their use by learners aged 16 and upwards in a number of different settings, eg in education, science and business, for surgery and for military training. Each game is discussed with reference to widening participation in learning. The findings of this report will be of interest to teachers and trainers currently using, or hoping to use, computer games and simulations with their learners, and also to managers and policy makers in the field of adult learning
The purpose of this paper is to address the different approaches to game-based learning by focusing ...
Research within the field of serious games shows that games and simulations can supplement tradition...
Research within the field of serious games shows that games and simulations can supplement tradition...
The use of computer games and simulations by young people is commonplace. This research report inves...
This paper demonstrates how new exploratory technologies are currently being used in adult education...
Since the earliest times, games have been used to support training and learning objectives (Coleman,...
The growing interest in the use of games and simulations to support learning is evidenced in the lit...
The new educational theories are based on the principle that learning process should be based on int...
The popularity of entertainment gaming over the last decades has led to the use of games for non-ent...
One of the benefits of computer game–based learning is the ability of certain types of game to engag...
Comprend des références bibliographiquesSection I - introduction to computer games ; Chapter 1 - int...
This diploma work examines certain aspects of using games as a tool for adult training and developme...
Focuses on the use of gaming, audio-visual aids and student interaction in adult education. Gaming a...
The paper discusses the importance of digital interactive games in education. People perform better ...
The paper discusses the importance of digital interactive games in education. People perform better ...
The purpose of this paper is to address the different approaches to game-based learning by focusing ...
Research within the field of serious games shows that games and simulations can supplement tradition...
Research within the field of serious games shows that games and simulations can supplement tradition...
The use of computer games and simulations by young people is commonplace. This research report inves...
This paper demonstrates how new exploratory technologies are currently being used in adult education...
Since the earliest times, games have been used to support training and learning objectives (Coleman,...
The growing interest in the use of games and simulations to support learning is evidenced in the lit...
The new educational theories are based on the principle that learning process should be based on int...
The popularity of entertainment gaming over the last decades has led to the use of games for non-ent...
One of the benefits of computer game–based learning is the ability of certain types of game to engag...
Comprend des références bibliographiquesSection I - introduction to computer games ; Chapter 1 - int...
This diploma work examines certain aspects of using games as a tool for adult training and developme...
Focuses on the use of gaming, audio-visual aids and student interaction in adult education. Gaming a...
The paper discusses the importance of digital interactive games in education. People perform better ...
The paper discusses the importance of digital interactive games in education. People perform better ...
The purpose of this paper is to address the different approaches to game-based learning by focusing ...
Research within the field of serious games shows that games and simulations can supplement tradition...
Research within the field of serious games shows that games and simulations can supplement tradition...