Description
Commercial digital games are primarily intended for entertainment. However, they also have the potential to contribute to education and skills development in a wide range of domains, both in the context of school lessons and in normal play in leisure time. In this respect, this book is aimed at a broad target group: In addition to scientists in the field of subject didactics, teachers and student teachers, this book can provide impulses for people who use digital games in study groups or for extracurricular youth work and want to stimulate professional learning. Furthermore, the articles can be interesting for gamers and their family environment.
In diesem Band finden sich Beiträge, die sich mit Nutzen und Anwendungsmöglichkeiten digitaler Spiele in den Domänen Biologie, Geschichte und Wirtschaft auseinandersetzen.
Reviews
There are no reviews yet.