Download e-book for kindle: Educational Games: Design, Learning and Applications by Frej Edvardsen

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Additional resources for Educational Games: Design, Learning and Applications

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0. Also some international icon can be incorporated to refer to the fact that such a community does not have star enunciators who devote themselves to constantly sabotage the authenticity and/or veracity of on-line information. It has been made apparent in the current study the presence of members of the virtual community who, prompted by a boundless eagerness for protagonism destroy the quality criteria known as credibility. An expert in communicability can detect these situations, starting in some cases with real information to carry out the parallelism between the truth and falsehood.

Only the makers of commercial interactive systems aimed at education can have aspects of the real information of the virtual users. The activation online of the system requires the user to have a password and/or serial number for the functioning of the games. It is obvious that here veracity will also be related to the code of the product, mainly. Therefore, in educational games the veracity factor is greater in the educational context and it is less so in the contents aimed at game. However, the studies made so far make it apparent that the formation of virtual communities is important in educational games [17], [18].

317-341. [37] Saussure, F. (1990). Course in General Linguistics. McGraw-Hill: New York. [38] Boyle, J. (1997): Shamans, Software, and Spleens –Law and the Construction of the Information Society. Harvard University Press: Cambridge. [39] Darrell, K. (2009). Issues In Internet Law: Society, Technology, and the Law. Amber Book Company: London. [40] Aykin, N. (2007). Usability and Internationalization: Hci and Culture. SpringerVerlag: Berlin. [41] Yunker, J. (2002). Beyond Borders: Web Globalization Strategies.

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