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The Use of Computer and Video Games for Learning

The Use of Computer and Video Games for Learning PDF Author: Alice Mitchell
Publisher: Bright Sparks
ISBN: 9781853389047
Category : Computer games
Languages : en
Pages : 84

Book Description


The Use of Computer and Video Games for Learning

The Use of Computer and Video Games for Learning PDF Author: Alice Mitchell
Publisher: Bright Sparks
ISBN: 9781853389047
Category : Computer games
Languages : en
Pages : 84

Book Description


Computer Games for Learning

Computer Games for Learning PDF Author: Richard E. Mayer
Publisher: MIT Press
ISBN: 0262027577
Category : Education
Languages : en
Pages : 303

Book Description
A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

Computer Games and Instruction

Computer Games and Instruction PDF Author: J. D. Fletcher
Publisher: IAP
ISBN: 1617354104
Category : Technology & Engineering
Languages : en
Pages : 565

Book Description
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students’ reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.

Unschooling To University

Unschooling To University PDF Author: Judy Arnall
Publisher: Professional Parenting
ISBN: 1775178609
Category : Family & Relationships
Languages : en
Pages : 384

Book Description
Learn how to acquire a personalized education through self-directed learning, and meet post-secondary entrance requirements.

How Computer Games Help Children Learn

How Computer Games Help Children Learn PDF Author: D. Shaffer
Publisher: Springer
ISBN: 0230601995
Category : Education
Languages : en
Pages : 242

Book Description
How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.

Video Games and Learning

Video Games and Learning PDF Author: Kurt Squire
Publisher: Teachers College Press
ISBN: 9780807751985
Category : Education
Languages : en
Pages : 0

Book Description
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.

The Design and Use of Simulation Computer Games in Education

The Design and Use of Simulation Computer Games in Education PDF Author:
Publisher: BRILL
ISBN: 908790312X
Category : Education
Languages : en
Pages : 312

Book Description
"A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come." - James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University

Minds in Play

Minds in Play PDF Author: Yasmin B. Kafai
Publisher: Routledge
ISBN: 1136482466
Category : Education
Languages : en
Pages : 357

Book Description
First Published in 1994. Routledge is an imprint of Taylor & Francis, an informa company.

Games-To-Teach or Games-To-Learn

Games-To-Teach or Games-To-Learn PDF Author: Yam San Chee
Publisher: Springer
ISBN: 9812875182
Category : Technology & Engineering
Languages : en
Pages : 190

Book Description
The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.

Computer Games and Language Learning

Computer Games and Language Learning PDF Author: M. Peterson
Publisher: Springer
ISBN: 1137005173
Category : Language Arts & Disciplines
Languages : en
Pages : 256

Book Description
A comprehensive and accessible overview for language educators, researchers, and students, this book examines the relationship between technological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical evidence about the use of computer games in language learning.