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Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. ""Serious games"" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mec
Games --- Learning. --- Psychological aspects. --- Research. --- Social psychology --- Mass communications --- Learning --- #SBIB:309H17 --- #SBIB:309H402 --- #SBIB:309H526 --- Learning process --- Comprehension --- Education --- Children --- Children's games --- Games, Primitive --- Games for children --- Pastimes --- Primitive games --- Recreations --- Entertaining --- Physical education and training --- Amusements --- Play --- Sports --- Psychological aspects --- Research --- Computer- en videogames --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, .. --- Psychologie van de audiovisuele boodschap --- Recreation --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, . --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media,
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Games --- Learning. --- Games --- Psychological aspects. --- Research.
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