This book explores the efficacy of game-based learning to develop
university students’ skills and competencies. While writing on
game-based learning has previously emphasised the use of games
developed specifically for educational purposes, this book fills an
important gap in the literature by focusing on commercial games such
as World of Warcraft and Minecraft. Underpinned by robust empirical
evidence, the author demonstrates that the current negative perception
of video games is ill-informed, and in fact these games can be
important tools to develop graduate skills related to employability.
Speaking to very current concerns about the employability of higher
education graduates and the skills that university is intended to
develop, this book also explores the attitudes to game-based learning
as expressed by instructors, students and game developers.
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Using Video Games for Employability in Higher Education
Produktdetaljer
ISBN
9783030277864
Publisert
2019
Utgiver
Springer Nature
Språk
Product language
Engelsk
Format
Product format
Digital bok
Forfatter