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Digital Games and Learning is een boek van Tsung-Yen Chuang;
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In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels;
Vergelijkbare producten zoals Digital Games and Learning
In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels;
Vergelijkbare producten zoals Digital Games and Learning
This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those;
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This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a;
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The number of digital gamers is increasing worldwide, but public debates about digital games commonly focus on questionable game content or;
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Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first;
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Digital games are one of the most significant media interfaces of contemporary life. Games today interweave with the social, economic;
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digital game, are now interchangeable. Digital Games: Computers at Play explains the history of digital games, explores how the games have;
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Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers is the first edited volume that systematically applies evolutionary;
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There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst;
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With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge;
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This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology;
Vergelijkbare producten zoals The Business and Culture of Digital Games
This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology;
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The early days when digital games were new, harmless and niche are long gone. Today's games can simulate battlefields, predict disaster;
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research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging;
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This book looks closely at the endings of narrative digital games, examining their ways of concluding the processes of both storytelling;
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pleas for help down on the farm. As digital games have become networked, mobile and casual they have become a pervasive cultural form. Based on;
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pleas for help down on the farm. As digital games have become networked, mobile and casual they have become a pervasive cultural form. Based on;
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This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage;
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This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage;
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the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History;
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Entertainment Computing; digital storytelling; games for health and well-being; digital art and installations; artificial intelligence and machine;
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Digital entertainment, from video games to simulation rides, is now a central feature of popular culture. Computer-based or digital;
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Digital entertainment, from video games to simulation rides, is now a central feature of popular culture. Computer-based or digital;
Vergelijkbare producten zoals Visual Digital Culture
In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer;
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