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Learning by Playing : Video Gaming in Education, Hardcover by Blumberg, Fran ...
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eBay-Artikelnr.:326146742432
Artikelmerkmale
- Artikelzustand
- Book Title
- Learning by Playing : Video Gaming in Education
- ISBN
- 9780199896646
Über dieses Produkt
Product Identifiers
Publisher
Oxford University Press, Incorporated
ISBN-10
019989664X
ISBN-13
9780199896646
eBay Product ID (ePID)
7038284848
Product Key Features
Number of Pages
456 Pages
Language
English
Publication Name
Learning by Playing : Video Gaming in Education
Publication Year
2014
Subject
Computers & Technology, General
Type
Textbook
Subject Area
Education, Psychology
Format
Hardcover
Dimensions
Item Height
1.4 in
Item Weight
22.4 Oz
Item Length
6.4 in
Item Width
9.3 in
Additional Product Features
LCCN
2013-034455
Dewey Edition
23
Illustrated
Yes
Dewey Decimal
371.33
Table Of Content
Part I. Introduction and Overview1. Academic Lessons from Video Game LearningPart II. Theoretical and Cognitive Perspectives: How Should We Think About Learning in Video Games?2. Virtual to Real Life: Assessing Transfer of Learning from Video Games3. The Perceptual and Cognitive Effects of Action Video Game Experience4. Relations between Video Gaming and Children's Executive Functioning5. Developing Scientific Thinking in the Context of Video Games: Where to Next?6. Do Video Games Provide Motivation to Learn?7. What We Know About How Experts Attain Their Superior Performance: Implications for the Use of Video Games and Game Training in Schools8. Media Effects, Communication, and Complexity Science Insights on Game Learning9. The General Learning Model: Unveiling the Teaching Potential of Video GamesPart III. Game Design Perspectives: How Should We Design Educational Video Games?10. Toward a Playful and Usable Education11. Educational Video Games: Two Tools for Research and Development12. Formative Research for Game Design13. Transfer of Learning from Video Game Play to the ClassroomPart IV. Learning in practice: How Should We Study Learning in Video Games For Transfer To Academic Tasks?14. Cross-Platform Learning: How Do Children Learn from Multiple Media?15. Electronic Game Changers for the Obesity Crisis16. Tug-of-War: Seeking Help while Playing an Educational Card Game17. Scientific Inquiry in Digital Games18. Computer Games and Education: A Multi-Dimensional Relationship19. Video Games, Motivation, and Learning21. Evaluating the Specificity of Effects of Video-game TrainingPart V. Conclusion22. Games in a Digital Age: Supporting a New Ecology of Learning
Synopsis
There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. In Learning By Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning., There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing , a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers., There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.
LC Classification Number
LB1028.3.L3775 2014
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