The new edition of The SAGE Handbook of E-Learning Research retains the original effort of the first edition by focusing on research while capturing the leading edge of e-learning development and practice. Chapters focus on areas of development in e-learning technology, theory, practice, pedagogy and method of analysis. Covering the full extent of e-learning can be a challenge as developments and new features appear daily. The editors of this book meet this challenge by including contributions from leading researchers in areas that have gained a sufficient critical mass to provide reliable results and practices. The 25 chapters are organised into six key areas: 1. THEORY 2. LITERACY & LEARNING 3. METHODS & PERSPECTIVES 4. PEDAGOGY & PRACTICE 5. BEYOND THE CLASSROOM 6. FUTURES

Games and Learning

Games and Learning

Games and Learning
Rich Halverson Constance Steinkuehler

Video games are one of the most promising innovations in the world of learning. From simple puzzle-based mobile games to sprawling massively multiplayer worlds, games of all shapes and sizes provide opportunities for players to interact with complex environments, master sophisticated content, develop skills for social interaction and build 21st century skills. Over the last decade, interest in video games as a learning technology has grown from a few lone scholars in education and one popular book (Gee, 2006) to a well-developed scholarly domain with established lines of inquiry, peer-reviewed journals and community events. Across multiple existing disciplines, including educational technology, literacy, science education, computer science, and ...

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