ABSTRACT

This book examines the implications of computer-generated learning for curriculum design, epistemology, and pedagogy, exploring the ways these technologies transform the relationship between knowledge and learning, and between teachers and students. It argues that these technologies and practices have the potential to refocus on the human factors that are at the center of the learning process.

chapter |18 pages

Introduction

Learning in Computer Generated Environments

chapter 1|42 pages

The Context of Learning

chapter 2|22 pages

Social Play and the Virtual World

chapter 3|30 pages

Designing Learning

chapter 4|13 pages

Learning as Exploration and Experience

chapter |5 pages

Conclusions

New Learning in the Digital Age