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

Liber Ludens: Games, Play and Learning

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. ...

  • Loading...
locked icon

Sign in to access this content

Get a 30 day FREE TRIAL

  • Watch videos from a variety of sources bringing classroom topics to life
  • Read modern, diverse business cases
  • Explore hundreds of books and reference titles