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 addition to theoretical basics, this volume contains articles dealing with the benefits and possible applications of digital games in the domains of German language education, politics, art and computer science.
Articles on the disciplines of biology, geography, history and economics are planned for the follow-up volume.
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