Learning Through Playing in Hong Kong Classrooms

Part of the Gaming Media and Social Effects book series (GMSE)


In this chapter, Hui and Tam share their experience in promoting and bringing digital games in the formal education settings. They talk about the process of producing an educational game, from realising the needs, the cooperation with different parties, the goals and expectation, the ideas and discussion and then the design and development, as well as the implementation and evaluation of their interactive learning and teaching tool. Hui and Tam showcase the work we have done and their impact on students, and share their results and findings on the game-based learning projects.


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Copyright information

© Springer Science+Business Media Singapore 2014

Authors and Affiliations

  1. 1.FifthWisdom Technology LimitedHong KongPeople’s Republic of China

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