Description
Commercial digital games are primarily used for entertainment. However, they also have the potential to make a contribution to economic education, both within the context of school lessons and study groups, as well as when playing games during leisure time. In this respect, this book is aimed at a broad target group: In addition to researchers and (future) teachers, this book can provide impulses for people who use digital games in for extracurricular youth work and want to stimulate economic- or business-related learning. Furthermore, the explanations can be of interest for players and their family members.
In this volume, the theoretical foundations of economic- and business-related learning with digital games are discussed, including a.o.
- General game-related topics such as characteristics and cultural significance of games, genre classification, user behavior and potential risks of playing.
- Learning-relevant aspects of learning with digital games such as selection criteria of games, player characteristics or contexts and phases of learning with games.
- Basics of economics and economic education with respect to their connection to digital games
Der zugehörige Praxisband enthält Spielvorstellungen inklusive Analysen ihres Lernpotenzials, Empfehlungen zum Unterrichtseinsatz sowie Arbeitsmaterialien.
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