On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extens
Since the release of Dungeons & Dragons in 1974, role-playing games (RPGs) have spawned a vibrant industry and subculture whose characteristics and player exper
Learning to Teach Using ICT in the Secondary School offers teachers of all subjects a comprehensive, practical introduction to the extensive possibilities that
The book provides a contemporary foundation in designing social impact games. It is structured in 3 parts: understanding, application, and implementation. The b