Difference between revisions of "Learner"
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The learner is in the root of the game-play. Therefore, information regarding the profile of the learner can be a useful insight (deFreitas and Oliver, 2006). Demographics including age, gender, and profession, academic background, learning level such as ICT and foreign language skills, culture, and interests are all important aspects that can tell whether a game is appropriate for a learner or a group of learners (deFreitas and Oliver, 2006). | The learner is in the root of the game-play. Therefore, information regarding the profile of the learner can be a useful insight (deFreitas and Oliver, 2006). Demographics including age, gender, and profession, academic background, learning level such as ICT and foreign language skills, culture, and interests are all important aspects that can tell whether a game is appropriate for a learner or a group of learners (deFreitas and Oliver, 2006). | ||
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Click to go back to the [[Main Page|home]] page | Click to go back to the [[Main Page|home]] page | ||
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+ | ====References==== | ||
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+ | de Freitas, S., Savill-Smith, C., Attewell, J. (2006). Computer games and simulations for adult learning: case studies from practice. London. Learning and Skills Research Centre | ||
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+ | de Freitas, S. (2006). ‘Learning in Immersive worlds: A review of gamebased learning', available at [http://www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf] |
Revision as of 13:19, 28 November 2013
The learner is in the root of the game-play. Therefore, information regarding the profile of the learner can be a useful insight (deFreitas and Oliver, 2006). Demographics including age, gender, and profession, academic background, learning level such as ICT and foreign language skills, culture, and interests are all important aspects that can tell whether a game is appropriate for a learner or a group of learners (deFreitas and Oliver, 2006).
Click here to go back
Click to go back to the home page
References
de Freitas, S., Savill-Smith, C., Attewell, J. (2006). Computer games and simulations for adult learning: case studies from practice. London. Learning and Skills Research Centre
de Freitas, S. (2006). ‘Learning in Immersive worlds: A review of gamebased learning', available at [1]