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OverviewThis book examines the implications of computer-generated learning for curriculum design, epistemology, and pedagogy, exploring the ways these technologies transform the relationship between knowledge and learning, and between teachers and students. It argues that these technologies and practices have the potential to refocus on the human factors that are at the center of the learning process. Full Product DetailsAuthor: Sara de FreitasPublisher: Taylor & Francis Ltd Imprint: Routledge Weight: 0.453kg ISBN: 9781138478183ISBN 10: 1138478180 Pages: 196 Publication Date: 22 January 2018 Audience: College/higher education , Tertiary & Higher Education , Undergraduate Format: Paperback Publisher's Status: Active Availability: In Print This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsIntroduction: Learning in Computer Generated Environments 1. The Context of Learning 2. Social Play and the Virtual World 3. Designing Learning 4. Learning as Exploration and Experience Conclusions: New Learning in the Digital AgeReviewsAuthor InformationSara De Freitas is Director of Research and Professor of Virtual Environments at Coventry University. Sara was responsible for setting up the Serious Games Institute, a hybrid model of research, business and study, the first institute of its kind. She publishes widely in the areas of game-based learning, e-learning and education policy. Tab Content 6Author Website:Countries AvailableAll regions |