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Gaming in Adult Education

Gaming in Adult Education
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Author(s): Lesley S. J. Farmer (California State University - Long Beach, USA)
Copyright: 2011
Pages: 20
Source title: Encyclopedia of Information Communication Technologies and Adult Education Integration
Source Author(s)/Editor(s): Viktor Wang (California State University - Long Beach, USA)
DOI: 10.4018/978-1-61692-906-0.ch041

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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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