Please use this identifier to cite or link to this item: https://open.uns.ac.rs/handle/123456789/8331
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dc.contributor.authorMester G.en
dc.contributor.authorMolcer P.en
dc.contributor.authorDelić, Vladoen
dc.date.accessioned2019-09-30T09:08:04Z-
dc.date.available2019-09-30T09:08:04Z-
dc.date.issued2011-12-01en
dc.identifier.isbn9781609605698en
dc.identifier.urihttps://open.uns.ac.rs/handle/123456789/8331-
dc.description.abstractThe 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.en
dc.relation.ispartofComputer Games as Educational and Management Tools: Uses and Approachesen
dc.titleEducational gamesen
dc.typeBook Chapteren
dc.identifier.doi10.4018/978-1-60960-569-8.ch015en
dc.identifier.scopus2-s2.0-84898565724en
dc.identifier.urlhttps://api.elsevier.com/content/abstract/scopus_id/84898565724en
dc.relation.lastpage262en
dc.relation.firstpage247en
item.grantfulltextnone-
item.fulltextNo Fulltext-
crisitem.author.deptFakultet tehničkih nauka, Departman za energetiku, elektroniku i telekomunikacije-
crisitem.author.parentorgFakultet tehničkih nauka-
Appears in Collections:FTN Publikacije/Publications
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