£129.27

Information Science Reference Serious Games and Virtual Worlds in Education and Healthcare

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Description

Many educators and professionals face skepticism when considering digital games for instructional use. This book addresses those doubts by exploring how serious games and multi-user virtual environments can be integrated into learning settings. It provides a clear look at how digital environments can become familiar and beneficial tools for both educational growth and professional development. By moving beyond traditional teaching practices, this resource explains the practical advantages of implementing digital games into various environments. Whether used in a classroom or a professional training setting, the content helps bridge the gap between traditional methods and modern digital tools. This Premier Reference Source is designed to help users understand the potential of virtual worlds in sectors like healthcare and education, turning skepticism into informed implementation.

Key Features

Explores the benefits of digital games in educational and professional development settings to counter traditional skepticism.

Provides insights into how multi-user virtual environments can be used effectively in healthcare and instructional training.

Offers guidance on moving beyond traditional teaching practices to include digital environments in your curriculum.

Helps educators and professionals understand how to make digital tools feel familiar and beneficial for learners.

Serves as a Premier Reference Source for understanding the integration of serious games into various learning sectors.

Product Specifications

Format
hardcover
Domain
Amazon UK
Release Date
31 March 2013
Listed Since
12 October 2012

Barcode

No barcode data available

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