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Catherine Beavis

In: The SAGE Handbook of Digital Technology Research

Chapter 27: Online and Internet-Based Technologies: Gaming

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Online and Internet-Based Technologies: Gaming
Online and internet-based technologies: Gaming
CatherineBeavis
Introduction

There are high expectations of the educational value of online games and immersive, virtual worlds. Digital games, if used for educational purposes, it is argued, have the capacity to transform learning, engage disenchanted students, address major differences in experience and orientation in ...

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