Games and Society
Keyword(s):
In this chapter, the authors consider how computer games can be beneficial for learning and education purposes. How computer games can start the learning progress, capture the imagination, enable creativity and storytelling, and provide an understanding of the power of computing is discussed. Also considered is how games might introduce girls (and boys) to a wide range of 21st century skills, which may lead to greater engagement in science, technology, and engineering subjects. However, due to the masculinity of computer games and the computer game culture more generally, the gender divide is a major disadvantage in the uptake of games for learning.
2019 ◽
Vol 20
(3)
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pp. 271-286
Keyword(s):
2021 ◽
Vol 16
(10)
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pp. 275
2009 ◽
Vol 19
(07)
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pp. 913-932
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Keyword(s):
2017 ◽
Vol 4
(2)
◽
pp. 67-75
2020 ◽
Vol 16
(07)
◽
pp. 95
2019 ◽
Vol 11
(5)
◽
Keyword(s):
Keyword(s):
2016 ◽
Vol 3
(2)
◽
pp. 158-170