
Education in Computer Generated Environments
Will Learning in Immersive and Virtual Worlds Change the Way We Learn?
Sara de Freitas(Author)
Routledge (Publisher)
1st Edition
Published on 3. October 2013
Book
Hardback
172 pages
978-0-415-63402-1 (ISBN)
Description
This book examines the implications of computer-generated learning for curriculum design, epistemology, and pedagogy, exploring the ways these technologies transform the relationship between knowledge and learning, and between teachers and students. It argues that these technologies and practices have the potential to refocus on the human factors that are at the center of the learning process.
More details
Series
Language
English
Place of publication
London
United Kingdom
Publishing group
Taylor & Francis Ltd
Target group
College/higher education
Illustrations
7 s/w Photographien bzw. Rasterbilder, 7 s/w Tabellen
7 Tables, black and white; 7 Halftones, black and white
Dimensions
Height: 235 mm
Width: 157 mm
Thickness: 15 mm
Weight
440 gr
ISBN-13
978-0-415-63402-1 (9780415634021)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Sara de Freitas
Education in Computer Generated Environments
Book
01/2018
1st Edition
Routledge
€68.80
Shipment within 10-20 days

Sara de Freitas
Education in Computer Generated Environments
E-Book
10/2013
1st Edition
Routledge
€63.49
Available for download

Sara de Freitas
Education in Computer Generated Environments
E-Book
10/2013
1st Edition
Routledge
€63.49
Available for download
Person
Sara De Freitas is Director of Research and Professor of Virtual Environments at Coventry University. Sara was responsible for setting up the Serious Games Institute, a hybrid model of research, business and study, the first institute of its kind. She publishes widely in the areas of game-based learning, e-learning and education policy.
Content
Introduction: Learning in Computer Generated Environments 1. The Context of Learning 2. Social Play and the Virtual World 3. Designing Learning 4. Learning as Exploration and Experience Conclusions: New Learning in the Digital Age