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Learning through retro gaming - The compilation

Learning through retro gaming the compilation features the following:
1. Stem software development proposal
2. Retro games as learning
3. Retro remakes as learning
4. The hardest retro games.
Making the case for games development, programming, and gaming as learning through games for change. ( 2002-2017) JH 2017
Computer Science is educationally important. Just as we give every student the opportunity to learn the workings of physics, chemistry, and biology, because they live in a physical, chemical, biological world, so we should offer every student the opportunity to learn the workings of the digital systems that pervade their world. This knowledge is empowering, enriching, and inspiring; the skills involved readily transferable. Writing a computer program, while seemingly esoteric, is the closest a child can come to thinking about thinking. Likewise, debugging a program is the closest one can come to learning. Amongst other things, Computer Science embodies logic, rigour and problem solving. Some commentators have dubbed it ‘the new Latin’.The findings, insights, and recommendations from this study will have broad impact on educators and instructional material developers. First, it will result in a model for developing empirical, research-based digital game-based learning materials from which others— particularly commercial designers such as textbook or “serious games” companies—might learn. Second, it will result in tangible game products that any teacher from around the world will be able to download from the Internet. Third, the study’s findings will be disseminated through research conferences and public talks in the emerging subfield of games, learning, and society and through the project Web site (

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