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Titlebook: Game-Based Learning Across the Lifespan; Cross-Generational a Margarida Romero,Kimberly Sawchuk,Hubert Ouellet Book 2017 The Editor(s) (if

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2567-8086 ies for age-specific game design, development, implementatio.The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficultie
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Promoting Intergenerational Participation Through Game Creation Activities,the Québec City metropolitan area used making a game to bring together the life narrative of an older adult who had immigrated to Québec with secondary level students. The second and third occurrences were held during the . (SGISS) in August, 2015, reuniting participants starting from secondary leve
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Learning in Later Life While Engaging in Cross-Generational Digital Content Creation and Playful Ed through digital technologies) and a number of different topics (ranging from contemporary digital technologies to literature and arts), while actively creating digital content and playing online digital games. The results show the potential of playful learning activities, and the importance of both
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Digital Games as a Means of Raising Awareness About Ageism and Gender Discrimination: Three Principn creation and game selection processes for teachers as well as design choices for game developers. The independent digital game development scene served as the primary source for the development of the model. Because games revolving around age- and aging-related topics appear to be exceedingly rare
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2567-8086 d for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations..978-3-319-82431-4978-3-319-41797-4Series ISSN 2567-8086 Series E-ISSN 2567-8485
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