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Liber Ludens: Games, Play and Learning
Liber Ludens: Games, Play and Learning
Andrew Burn

The first two decades of the twenty-first century have seen widespread interest in the relationship between videogames and learning. The debates, research and practices associated with this interest have been largely dominated by the idea that digital games have the potential to transform learning: that they can function, in effect, as e-learning technologies infused by the motivational benefits conferred by their place in youth culture.

This chapter will briefly review some of these debates, though not exhaustively: it is not intended as a full literature review, but as a critical engagement with certain ideas selected as more productive for the future of media and literacy education in particular. As such, it will selectively seek ...

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