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Gaming in Adult Education

Gaming in Adult Education

ISBN13: 9781609601959|ISBN10: 1609601955|EISBN13: 9781609601966
DOI: 10.4018/978-1-60960-195-9.ch111
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MLA

Farmer, Lesley S. J. "Gaming in Adult Education." Gaming and Simulations: Concepts, Methodologies, Tools and Applications, edited by Information Resources Management Association, IGI Global, 2011, pp. 194-213. https://doi.org/10.4018/978-1-60960-195-9.ch111

APA

Farmer, L. S. (2011). Gaming in Adult Education. In I. Management Association (Ed.), Gaming and Simulations: Concepts, Methodologies, Tools and Applications (pp. 194-213). IGI Global. https://doi.org/10.4018/978-1-60960-195-9.ch111

Chicago

Farmer, Lesley S. J. "Gaming in Adult Education." In Gaming and Simulations: Concepts, Methodologies, Tools and Applications, edited by Information Resources Management Association, 194-213. Hershey, PA: IGI Global, 2011. https://doi.org/10.4018/978-1-60960-195-9.ch111

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Abstract

Egames have drawn attention in adult education, particularly as the majority of adults play egames. Adult education is increasingly incorporating serious games, mainly simulation games, but other forms such as RPGs are being considered. In addition, adult education is also incorporating game design into curricula. In terms of learning theory, gaming as a learning mechanism is usually associated with activity theory. Many commercial off-the-shelf (COTS) game combine solid content and concept along with good game play that engages adult learners. The gaming industry has increased focus on developing games for mobile instruments, mainly smart phones. Specific applications of egames for engineering education are discussed. Recreational aspects of gaming impact educational us of egames. Future trends of adult education use of egames are noted: platform, workplace gaming, and industry development.

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