Includes bibliographical references (pages -164) and index.
Introduction: Learning in Computer Generated Environments 1. The Context of Learning 2. Social Play and the Virtual World 3. Designing Learning 4. Learning as Exploration and Experience Conclusions: New Learning in the Digital Age.
(source: Nielsen Book Data)
This book examines the implications of computer-generated learning for curriculum design, epistemology, and pedagogy, exploring the ways these technologies transform the relationship between knowledge and learning, and between teachers and students. It argues that these technologies and practices have the potential to refocus on the human factors that are at the center of the learning process. (source: Nielsen Book Data)