Learning in Real and Virtual Worlds

Learning in Real and Virtual Worlds

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Packed with critical analysis and real-life examples, this book explores how video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills. The result of almost ten years spent discovering video games, learning to play, conversing with their designers and distributors, and working in the classroom with young people and teachers, Lacasa's work uncovers the educational value already present in commercial video games and shows how to integrate games for learning purposes into the curriculum. It is invaluable for anyone wishing to discover the cultural and educational value of this new form of entertainment in an interdisciplinary environment in which psychology, sociology, art, literature, graphic design, and computer programming are all present.The first, Nintendo Game Cube (2001) is characterized by being a geometric cube, from which a color may be chosen and the ... At the end of2011 PSVita ( PlayStation Vita) appeared in Japan and then throughout the rest of the world in 2012.

Title:Learning in Real and Virtual Worlds
Author:Pilar Lacasa
Publisher:Palgrave Macmillan - 2013-09-19


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