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Record Nr. |
UNINA9910789017403321 |
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Titolo |
Learning by playing : frontiers of video gaming in education / / edited by Fran C. Blumberg |
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Pubbl/distr/stampa |
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Oxford, [England] ; ; New York, New York : , : Oxford University Press, , 2014 |
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©2014 |
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ISBN |
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0-19-025614-1 |
0-19-989665-8 |
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Descrizione fisica |
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1 online resource (386 p.) |
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Altri autori (Persone) |
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BlumbergFran C |
BlumbergFran |
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Disciplina |
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Soggetti |
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Educational technology |
Education - Effect of technological innovations on |
Video games and children |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Description based upon print version of record. |
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Nota di bibliografia |
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Includes bibliographical references and index. |
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Nota di contenuto |
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Cover; Learning by Playing; Copyright; Contents; Contributors; Part One INTRODUCTION AND OVERVIEW; 1 Academic Lessons from Video Game Learning; Part Two THEORETICAL AND COGNITIVE PERSPECTIVES: HOW SHOULD WE THINK ABOUT LEARNING IN VIDEO GAMES?; 2 Virtual to Real Life-Assessing Transfer of Learning from Video Games; 3 The Perceptual and Cognitive Effects of Action Video Game Experience; 4 Relations between Video Gaming and Children's Executive Functions; 5 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 Games for Learning; 9 The General Learning Model: Unveiling the Teaching Potential of Video Games; Part Three GAME DESIGN PERSPECTIVES: HOW SHOULD WE DESIGN EDUCATIONAL VIDEO GAMES?; 10 Toward a Playful and Usable Education; 11 Educational Video Games: Two Tools for Research and Development; 12 Formative |
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Research for Game Design; 13 Transfer of Learning from Video Game Play to the Classroom |
Part Four 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 Crisis; 16 Tug-of-War: Seeking Help while Playing an Educational Card Game; 17 Scientific Inquiry in Digital Games; 18 Computer Games and Education: A Multidimensional Relationship; 19 Video Games, Motivation, and Learning; 20 Video and Computer Games as Grounding Experiences for Learning; 21 Evaluating the Specificity of Effects of Video Game Training; Part Five CONCLUSION |
22 Games in a Digital Age: Supporting a New Ecology of Learning1,2Index |
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Sommario/riassunto |
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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 |
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