Please use this identifier to cite or link to this item: https://open.uns.ac.rs/handle/123456789/8331
Title: Educational games
Authors: Mester G.
Molcer P.
Delić, Vlado 
Issue Date: 1-Dec-2011
Journal: Computer Games as Educational and Management Tools: Uses and Approaches
Abstract: The market favors the best-selling computer games regardless of their social and educational effects. This chapter will discuss the present trends in educational games development, technologies related to them as well as their features, through representative examples of games used for education with respect to pedagogical, business, and social aspects. Benefits and limitations of introducing games in education will be pointed out. Computer games for the disabled along with their pedagogical and social effects will be presented. Recent research results on the implementation of video games in schools and educational game evaluation will be presented in the chapter, based on the experience in the development, implementation, and evaluation of several interactive e-learning educational exercises, as well as in the development and validation of several innovative computer games for the visually impaired. © 2011, IGI Global.
URI: https://open.uns.ac.rs/handle/123456789/8331
ISBN: 9781609605698
DOI: 10.4018/978-1-60960-569-8.ch015
Appears in Collections:FTN Publikacije/Publications

Show full item record

SCOPUSTM   
Citations

5
checked on May 10, 2024

Page view(s)

26
Last Week
5
Last month
6
checked on May 10, 2024

Google ScholarTM

Check

Altmetric


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.