Computer games and simulations for adult learning: Case studies from practice

Sara de Freitas, C. Savill-Smith, J. Attewell

    Research output: Book/ReportBook

    Abstract

    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.
    Original languageEnglish
    Place of PublicationLondon
    PublisherLearning and Skills Network
    ISBN (Print)9781845725235
    Publication statusPublished - 2006

    Bibliographical note

    The full text of this item is not available from the repository.

    Keywords

    • adult learning
    • computer games

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  • Cite this

    de Freitas, S., Savill-Smith, C., & Attewell, J. (2006). Computer games and simulations for adult learning: Case studies from practice. London: Learning and Skills Network.