EdMedia + Innovate Learning, in Vancouver, Canada ISBN 978-1-880094-62-4 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
The idea of serious games or using games for purposes other than entertainment provides an opportunity for educators to meet needs and expectations of digital native learners (the 'Net Genners) who are accustomed to everyday use of technologies for teaching, learning, and entertainment. Computer and video games are widely used in education and training opportunities, including those targeted toward doctors, military personnel, and K-12 educators and students. A theoretical framework for designing and developing games for the K-12 environment will be presented in the context of a series of games being developed that integrate mathematical concepts and career education. This concept and effort, Math Matters: A New Vision for Florida, will also be presented as a case study.
Prayaga, L. & Rasmussen, K. (2007). Serious Gaming: Instructional Strategies for Career and Technical Education. In C. Montgomerie & J. Seale (Eds.), Proceedings of ED-MEDIA 2007--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 2992-3003). Vancouver, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved March 26, 2019 from https://www.learntechlib.org/primary/p/25800/.
© 2007 Association for the Advancement of Computing in Education (AACE)
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