Computer games and simulations for adult learning: Case studies from practice


de Freitas, S. , Savill-Smith, C. and Attewell, J. (2006) Computer games and simulations for adult learning: Case studies from practice. London: Learning and Skills Network .


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Abstract

The use of computer games and simulations by young people is commonplace. This research report investigates their use by learners aged 16 and upwards in a number of different settings, eg in education, science and business, for surgery and for military training. Each game is discussed with reference to widening participation in learning. The findings of this report will be of interest to teachers and trainers currently using, or hoping to use, computer games and simulations with their learners, and also to managers and policy makers in the field of adult learning.



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Item TypeBook
TitleComputer games and simulations for adult learning: Case studies from practice
Authors de Freitas, S. (profile-link for )
Savill-Smith, C.
Attewell, J.
Uncontrolled Keywordsadult learning, computer games
Departments Engineering and Computing
Engineering and Computing/SGI - Serious Games Institute
Additional InformationThe full text of this item is not available from the repository.
Identifiers
ISBN9781845725235
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Deposited on 18-Jul-2011 in Research - Coventry.
Last modified on 16-Sep-2016

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