Author(s) : Margarida Romero
ISBN : 9782924651070
Year of publication : 2016
Nombre de pages : 177
Langue : Anglais#French</trp-gettext#!trpEnglish#
Games are an interactive, fun and learning activity. With the advent of digital technology, game-based learning is enjoying a new lease of life, opening up the possibility of using Digital Games for Learning (DGL) for audiences of all ages: from children to the elderly. This book highlights the potential of digital games for lifelong learning and presents the different aspects to consider when creating and integrating digital games for learning. Whether you're a parent, teacher, IT developer or just curious about the pedagogical uses of digital games, this book has been designed for you.
Margarida Romero is a professor of educational technology at Université Laval. Her research on digital co-creation focuses on the development of 21st century skills through the programming of robots and educational games (FRQSC) and the co-creation of digital games in an intergenerational context (SSHRC Ageing + Communication + Technology). A regular member of the Centre de recherche et d'intervention sur la réussite scolaire (CRIRES), she actively participates in communities of practice on the integration of ICT in education in Quebec and internationally, notably the Community for Innovation and Research on Technologies in Teaching/Learning (CIRT@), the Association Québécoise des Utilisateurs de l'Ordinateur au Primaire et au Secondaire (AQUOPS) and the Serious Games Society (SGS).




