Game Science in Hybrid Learning Spaces

    Research output: Book/ReportBookpeer-review


    Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts.Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.Publisher: Taylor & Francis Ltd ISBN: 9781138239753 Number of pages: 220 Dimensions: 229 x 152 mm
    Original languageEnglish
    Place of PublicationUK
    PublisherRoutledge Taylor & Francis Group
    Number of pages244
    ISBN (Electronic)9781315295053
    ISBN (Print)9781138239753, 9781138239760
    Publication statusPublished - 19 May 2020

    Publication series

    NameDigital Games, Simulation and Learning
    PublisherRoutledge, Taylor and Francis


    • Game-based learning
    • Gamification
    • Game science
    • serious Games
    • Pervasive learning
    • hybrid learning spaces
    • Blended Learning
    • applied games
    • game design
    • Pedagogy

    ASJC Scopus subject areas

    • Arts and Humanities (miscellaneous)
    • Human-Computer Interaction
    • General
    • Software


    Dive into the research topics of 'Game Science in Hybrid Learning Spaces'. Together they form a unique fingerprint.

    Cite this