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Innovations in Serious Games for future learning

Ma, Minhua, Oikonomou, Andreas and Jain, Lakhmi C (2011) Innovations in Serious Games for future learning. In: Serious Games and Edutainment Applications. Springer, Berlin,Germany, pp. 3-7. ISBN 978-1-4471-2160-2

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Abstract

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
Subjects: L Education > L Education (General)
Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Q Science > QA Mathematics > QA76 Computer software
Schools: School of Art, Design and Architecture
Related URLs:
Depositing User: Minhua Ma
Date Deposited: 05 Feb 2015 14:37
Last Modified: 05 Feb 2015 14:37
URI: http://eprints.hud.ac.uk/id/eprint/23178

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