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Computer games and simulations for …
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 Type
Book
Title
Computer games and simulations for adult learning: Case studies from practice
Author
s
de Freitas, S.
(
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for
)
Savill-Smith, C.
Attewell, J.
Uncontrolled Keywords
adult learning, computer games
Department
s
Engineering and Computing
Engineering and Computing/SGI - Serious Games Institute
Additional Information
The full text of this item is not available from the repository.
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ISBN
9781845725235
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Deposited on
18-Jul-2011 in Research - Coventry.
Last modified on 16-Sep-2016
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Research - Coventry
Version: 1 (
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Status: Live
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