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2012 » Papers » Volume 2 » Trends for developing serious games as a complementary solution to traditional education and training 1. TRENDS FOR DEVELOPING SERIOUS GAMES AS A COMPLEMENTARY SOLUTION TO TRADITIONAL EDUCATION AND TRAINING Authors: Beligan Daniel, Barbieru Dragos Volume 2 | DOI: 10.12753/2066-026X-12-142 | Pages: 314-318 | Download PDF | Abstract
Recently developments in domain of information technology and communications had been generated a fundamental change both in terms of acquisition of knowledge and in the way of approaching education. There is a major concern for developing serious games on global level, being several initiatives at American level and European level to outline a common framework and to avoid dispersion of efforts.
This paper attempts to define concepts that we considered essential regarding serious games, to identify positive and negative aspects and to highlight elements that are necessary to operate effectively in the knowledge society.
Recently developments in domain of information technology and communications had been generated a fundamental change both in terms of acquisition of knowledge and in the way of approaching education. There is a major concern for developing serious games on global level, being several initiatives at American level and European level to outline a common framework and to avoid dispersion of efforts.
This paper attempts to define concepts that we considered essential regarding serious games, to identify positive and negative aspects and to highlight elements that are necessary to operate effectively in the knowledge society.
Recently developments in domain of information technology and communications had been generated a fundamental change both in terms of acquisition of knowledge and in the way of approaching education. There is a major concern for developing serious games on global level, being several initiatives at American level and European level to outline a common framework and to avoid dispersion of efforts.
This paper attempts to define concepts that we considered essential regarding serious games, to identify positive and negative aspects and to highlight elements that are necessary to operate effectively in the knowledge society.
Recently developments in domain of information technology and communications had been generated a fundamental change both in terms of acquisition of knowledge and in the way of approaching education. There is a major concern for developing serious games on global level, being several initiatives at American level and European level to outline a common framework and to avoid dispersion of efforts.
This paper attempts to define concepts that we considered essential regarding serious games, to identify positive and negative aspects and to highlight elements that are necessary to operate effectively in the knowledge society.
Recently developments in domain of information technology and communications had been generated a fundamental change both in terms of acquisition of knowledge and in the way of approaching education. There is a major concern for developing serious games on global level, being several initiatives at American level and European level to outline a common framework and to avoid dispersion of efforts.
This paper attempts to define concepts that we considered essential regarding serious games, to identify positive and negative aspects and to highlight elements that are necessary to operate effectively in the knowledge society
Recently developments in domain of information technology and communications had been generated a fundamental change both in terms of acquisition of knowledge and in the way of approaching education. There is a major concern for developing serious games on global level, being several initiatives at American level and European level to outline a common framework and to avoid dispersion of efforts.
This paper attempts to define concepts that we considered essential regarding serious games, to identify positive and negative aspects and to highlight elements that are necessary to operate effectively in the knowledge society
Recently developments in domain of information technology and communications had been generated a fundamental change both in terms of acquisition of knowledge and in the way of approaching education. There is a major concern for developing serious games on global level, being several initiatives at American level and European level to outline a common framework and to avoid dispersion of efforts.
This paper attempts to define concepts that we considered essential regarding serious games, to identify positive and negative aspects and to highlight elements that are necessary to operate effectively in the knowledge society | Keywords
E-learning, Technology, Romania |
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