Summary
Contents
Subject index
The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introduction to the range of literatures and approaches currently contributing to digital game research. Each of the chapters outline key theoretical perspectives, theorists, and literatures to demonstrate their relevance to, and use in, the study of digital games.
Digital Games and Education
Digital Games and Education
Ict in the Classroom
The increase in access to digital media is having a profound effect on policy and practice in education in the USA and the UK. Educational technology, or information and communications technology (ICT), is providing opportunities for teachers and pupils to engage with learning in different and new ways. For example, with easy access to enormous amounts of information via the Internet, teaching practice is moving away from a model where the teacher is the source of information, to a position where there is more emphasis on teachers enabling children to investigate, evaluate and interpret the resources available to them.
Pupils, in most cases, have grown up with digital technology around them and as a normal part ...
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