For researchers, teachers, educational practitioners, and game designers and developers, Freitas (virtual environments, Coventry U., UK), Ott, Popescu, and Stanescu assemble 13 articles by education, technology, entrepreneurship, medicine, and other scholars from Europe and Malaysia, who examine learning through digital games in formal educational contexts. They consider the pedagogical aspects involved in adopting games in the curriculum, including Serious Games, games in entrepreneurship education and higher education, the relationship between elementary students' ability to identify patterns and ability to play mathematical games, how to integrate game-based teaching in formal schooling, teachers and students as game designers, how to enable teachers to participate in game-based learning, the elements of educational exergames that combine cognitive and physical gameplay, integrating game-based math learning into the pre-service training of teachers, using the Sims 3 for narrative construction in secondary language education classes, the use of games to support people with disabilities in the workforce, uses in medical education, and the time factor.
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