Learning in Real and Virtual Worlds: Commercial Video Games by Pilar Lacasa (auth.) PDF

By Pilar Lacasa (auth.)

ISBN-10: 113731205X

ISBN-13: 9781137312051

ISBN-10: 1349457124

ISBN-13: 9781349457120

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Additional info for Learning in Real and Virtual Worlds: Commercial Video Games as Educational Tools

Example text

For example, the ability to maneuver, control, speed, or fuel. Designed to teach and guide, directly, assisting in the learning of something specific. 1 Continued Concept Description Example Escaping The aim is linked to escaping from persecutors or avoiding some type of closure. Involves characters who fight one to one without projectiles or firearms. The fighters are generally represented by anthropomorphic characters. Sometimes they may be sports games. They involve skills relating to this type of activity, for example, take off, landing, speed, or fuel control.

It’s a book for whoever wishes to discover the cultural and educational value of these new forms of entertainment from an interdisciplinary environment in which psychology, sociology, art, literature, graphic design, and computer programming are all present. I cannot resist a recommendation: play, play, play! Let’s lose our fear of consoles and screens as a good starting point to thinking passionately. Let’s play with other people, of all ages, in real or virtual settings. Sharing knowledge teaches us to improve and progress.

1 Continued Concept Description Example Escaping The aim is linked to escaping from persecutors or avoiding some type of closure. Involves characters who fight one to one without projectiles or firearms. The fighters are generally represented by anthropomorphic characters. Sometimes they may be sports games. They involve skills relating to this type of activity, for example, take off, landing, speed, or fuel control. They include birds, planes, space ships, etc. The action takes place in the sky.

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Learning in Real and Virtual Worlds: Commercial Video Games as Educational Tools by Pilar Lacasa (auth.)


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