erein lies a moral about how videogames (arguably one of the most sophisticated forms of information technology to date) are influencing higher education. To learn more about videogames in academe, I sought out the insights of five leading-edge thinkers in the field: James Paul Gee, J. C. Herz, Randy Hinrichs, Marc Prensky, and Ben Sawyer. All five had traveled to San Jose, California, in March 2004 for the Serious Games Summit at the annual Game Developers Conference.
Contents contributed and discussions participated by Kreslyn C
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