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|Title:||Europa Universalis IV the Grandest LAN Party: A case study|
|Publisher:||International Society of the Learning Sciences, Inc. [ISLS].|
|Citation:||Moy, M. (2018). Europa Universalis IV the Grandest LAN Party: A case study. In Kay, J. and Luckin, R. (Eds.) Rethinking Learning in the Digital Age: Making the Learning Sciences Count, 13th International Conference of the Learning Sciences (ICLS) 2018, Volume 3. London, UK: International Society of the Learning Sciences.|
|Abstract:||Although there is disagreement among researchers about when, how, and which digital games should be used in formal educational settings, digital games are already present in classrooms. Affinity spaces provide both a theoretical framework and methodology for addressing this issue. The “EUIV Grandest LAN party” was identified as a source of novel insight for educational researchers, teachers, and game developers interested in serious games, learning through affinity spaces, and scaffolding within online gaming communities.|
|Appears in Collections:||ICLS 2018|
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