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able activities allow answer approach become behaviour better blog challenge channels chapter child choice collaboration communication companies computer games connection consequence consider continue courses create deal demand develop discuss environment example expect experience fact feel friends future give groups growing Homo zappiens human important increase individual instance interaction interesting issue it's knowledge language learning lives longer look major means networks offer organizations parents physical play players possible problem questions recognize require scenarios share situation skills social society specific standard started strategies teachers teaching television things traditional trust users virtual watching writing zapping
Side 149 - Gaming the system: What higher education can learn from multiplayer online worlds.
Side 149 - Kirriemuir, J. & McFarlane, A. (2004), 'Literature Review in Games and Learning', Report 8, NESTA Futurelab, Bristol, www.nestafuturelab.org/research/reviews/08_01.htm, 08-06-05 Kolb, DA (1984), Experiential Learning, Prentice Hall, Englewood Cliffs, NJ Kurzweil, R.