02793nam a22003975i 4500001001800000003000900018005001700027007001500044008004100059020001800100020001900118024003500137040000900172082001500181100004100196245011100237264005900348300002100407336002600428337002600454338003900480347002400519505042000543520102300963650001501986650001502001650002802016650002902044710003402073773002002107776003602127856010302163942001202266999001702278952010002295978-0-387-09775-6DE-He21320260521091822.0cr nn 008mamaa130911s2009 xxu| s |||| 0|eng d a9780387097756 a997803870977567 a10.1007/978-0-387-09775-62doi cCICY04a371.332231 aMiller, Christopher Thomas.eeditor.10aGames: Purpose and Potential in Educationh[recurso electrónico] /cedited by Christopher Thomas Miller. 1aBoston, MA :bSpringer US :bImprint: Springer,c2009. bonline resource. atextbtxt2rdacontent acomputerbc2rdamedia arecurso en líneabcr2rdacarrier atext filebPDF2rda0 aRediscovering the Roots of Games in Education -- What Makes Games Compelling? -- Identity and Gaming -- Fair Game: Designing Games to Bridge the Gender Gap -- Games as a Learning Motivator -- Video Game Pedagogy -- Integrating Instructional Design with Game Development to Optimize Game-Based Learning -- Predicting the Future from Multiple Perspectives: Current Problems and Future Potential for Educational Games. aThe field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field. 0aEDUCATION.14aEDUCATION.24aEDUCATIONAL TECHNOLOGY.24aCOMPUTERS AND EDUCATION.2 aSpringerLink (Online service)0 tSpringer eBooks08iPrinted edition:z978038709774940uhttp://dx.doi.org/10.1007/978-0-387-09775-6zVer el texto completo en las instalaciones del CICY 2ddccER c32003d32003 00102ddc40708LEaCICYbCICYcELd2025-07-10l0o371.33r2025-07-10 08:39:25w2025-07-10yER