The use of computer games and simulations by young people is commonplace. This research report investigates their use by learners aged 16 and upwards in a number of different settings, eg in education, science and business, for surgery and for military training. Each game is discussed with reference to widening participation in learning. The findings of this report will be of interest to teachers and trainers currently using, or hoping to use, computer games and simulations with their learners, and also to managers and policy makers in the field of adult learning.
|Place of Publication||London|
|Publisher||Learning and Skills Network|
|Publication status||Published - 2006|
Bibliographical noteThe full text of this item is not available from the repository.
- adult learning
- computer games