Gamepaddle. Video Games, Education, Empowerment.

In the educational discourse video games are often regarded as a vital risk for young people. Especially excessive gaming of adolescents troubles teachers, educators and parents. The lack of knowledge about digital gaming worlds, as well as the lack of own gaming experience can lead to misjudgement...

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Главные авторы: Michaela Anderle, Sebastian Ring
Формат: Online
Язык:английский
Опубликовано: Ledizioni 2021
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Online-ссылка:18067
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author Michaela Anderle
Sebastian Ring
author_browse Michaela Anderle
Sebastian Ring
author_facet Michaela Anderle
Sebastian Ring
author_sort Michaela Anderle
collection Directory of Open Access Books
description In the educational discourse video games are often regarded as a vital risk for young people. Especially excessive gaming of adolescents troubles teachers, educators and parents. The lack of knowledge about digital gaming worlds, as well as the lack of own gaming experience can lead to misjudgement and ignorance of resources acquired by young gamers. This is the starting point of the Gamepaddle project: identifying young people’s game-related resources and helping them to benefit from them in other primarily non-game-related contexts such as school, intergenerational dialogue, creative activity or civic commitment.
format Online
id doab-20.500.12854ir-48273
institution Directory of Open Access Books
language eng
publishDate 2021
publishDateRange 2021
publishDateSort 2021
publisher Ledizioni
publisherStr Ledizioni
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spelling doab-20.500.12854ir-482732024-03-29T09:19:58Z Gamepaddle. Video Games, Education, Empowerment. Michaela Anderle Sebastian Ring L7-991 LC8-6691 education Videogames bic Book Industry Communication::J Society & social sciences::JN Education thema EDItEUR::J Society and Social Sciences::JN Education In the educational discourse video games are often regarded as a vital risk for young people. Especially excessive gaming of adolescents troubles teachers, educators and parents. The lack of knowledge about digital gaming worlds, as well as the lack of own gaming experience can lead to misjudgement and ignorance of resources acquired by young gamers. This is the starting point of the Gamepaddle project: identifying young people’s game-related resources and helping them to benefit from them in other primarily non-game-related contexts such as school, intergenerational dialogue, creative activity or civic commitment. 2021-02-11T14:16:08Z 2021-02-11T14:16:08Z 2016-01-14 10:47:47 2016 book 18067 9788867054107 https://directory.doabooks.org/handle/20.500.12854/48273 eng image/jpeg Attribution-ShareAlike 4.0 International http://www.ledizioni.it/prodotto/michaela-anderle-sebastian-ring-gamepaddle/ http://www.ledizioni.it/stag/wp-content/uploads/2016/01/Game%20Paddle.epub Ledizioni cb2a1db5-5754-4ab6-bb64-d635458e30c5 9788867054107 open access
spellingShingle L7-991
LC8-6691
education
Videogames
bic Book Industry Communication::J Society & social sciences::JN Education
thema EDItEUR::J Society and Social Sciences::JN Education
Michaela Anderle
Sebastian Ring
Gamepaddle. Video Games, Education, Empowerment.
title Gamepaddle. Video Games, Education, Empowerment.
title_full Gamepaddle. Video Games, Education, Empowerment.
title_fullStr Gamepaddle. Video Games, Education, Empowerment.
title_full_unstemmed Gamepaddle. Video Games, Education, Empowerment.
title_short Gamepaddle. Video Games, Education, Empowerment.
title_sort gamepaddle video games education empowerment
topic L7-991
LC8-6691
education
Videogames
bic Book Industry Communication::J Society & social sciences::JN Education
thema EDItEUR::J Society and Social Sciences::JN Education
topic_facet L7-991
LC8-6691
education
Videogames
bic Book Industry Communication::J Society & social sciences::JN Education
thema EDItEUR::J Society and Social Sciences::JN Education
url 18067
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