"Using a case study analysis as a basis for this collection provides a unifying perspective for discussing the viability of collaborative virtual spaces as training programs for insurance brokers, forums to support at-risk university students, simulations of historical places, means to aid autistic children learn social skills, repositories for digital libraries, collaborative spaces for designing new university programs and emergency response training."
– Donna Russell, University of Missouri at Kansas City, USA
Selected as a Fall 2011 Shelf-Worthy Academic Title by Baker & Taylor.
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With their program of research and development around the e@Leader program, Dickinson and Hui provide a much-needed grounding of theory in real-world results that are impressive and thought provoking. Their findings are even more interesting because the e@Leader games, with deep roots in cog-neuro research instruments, defy some of the current trends towards narrative-rich games, yet still appear to work extremely well for their targeted learning outcomes in a school context.
– Barry J. Fishman, The University of Michigan, USA