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Game-Based Learning Across the Lifespan

Cross-Generational and Age-Oriented Topics

  • Margarida Romero
  • Kimberly Sawchuk
  • Josep Blat
  • Sergio Sayago
  • Hubert Ouellet

Part of the Advances in Game-Based Learning book series (AGBL)

About this book

Introduction

The book provides a systemic view of the state-of-the-art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges,and implications of DGBL across the lifespan for game designers.

In addition to the state-of-the-art methodologies provided for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations.


Keywords

Active aging and technology Game-based learning Later life learning Lifelong learning Serious games Serious games and aging

Editors and affiliations

  • Margarida Romero
    • 1
  • Kimberly Sawchuk
    • 2
  • Josep Blat
    • 3
  • Sergio Sayago
    • 4
  • Hubert Ouellet
    • 5
  1. 1.Université LavalQuébecCanada
  2. 2.Concordia UniversityMontréalCanada
  3. 3.Universitat Pompeu Fabra BarcelonaSpain
  4. 4.Universitat de LleidaLleidaSpain
  5. 5.Université Laval QuébecCanada

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-319-41797-4
  • Copyright Information Springer International Publishing Switzerland 2017
  • Publisher Name Springer, Cham
  • eBook Packages Education
  • Print ISBN 978-3-319-41795-0
  • Online ISBN 978-3-319-41797-4
  • Buy this book on publisher's site
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