Ma, Minhua, Oikonomou, Andreas and Jain, Lakhmi C (2011) Innovations in Serious Games for future learning. In: unspecified Springer, Berlin,Germany, pp. 3-7. ISBN 978-1-4471-2160-2
Full text not available from this repository.Abstract or description
Designing computer games or adopting commercial off-the-shelf games to support learning and teaching has become a promising frontier of education, since games technology is inexpensive, widely available, fun and entertaining for people of all ages, especially for the generation that grow up in constant contact with digital media. As a subset of serious games, computer-based edutainment can be dated back to early 1960s and begins to flourish around 2002. In this chapter, we provide the reader an overview of the book with a perspective of future trends of serious games
Item Type: | Book Chapter, Section or Conference Proceeding |
---|---|
Additional Information: | ID=10.1007%2F978-1-4471-2161-9_1 FD=2011-10 |
Event Title: | Serious Games and Edutainment Applications |
Depositing User: | Eunice MA |
Date Deposited: | 21 Jun 2017 11:08 |
Last Modified: | 04 Apr 2018 14:50 |
Related URLs: | |
URI: | https://eprints.staffs.ac.uk/id/eprint/3410 |