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Digital games [[electronic resource] ] : a context for cognitive development / / Fran C. Blumberg, Shalom M. Fisch, editors



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Titolo: Digital games [[electronic resource] ] : a context for cognitive development / / Fran C. Blumberg, Shalom M. Fisch, editors Visualizza cluster
Pubblicazione: San Francisco, : Jossey-Bass, 2013
Edizione: 1st ed.
Descrizione fisica: 1 online resource (98 p.)
Disciplina: 155.4130285
371.39
Soggetto topico: Developmental psychology
Video games - Psychological aspects
Cognition in adolescence
Cognition in children
Altri autori: BlumbergFran C  
FischShalom M  
Note generali: Description based upon print version of record.
Nota di bibliografia: Includes bibliographical references and index.
Nota di contenuto: Title page; Copyright page; Contents; 1: Introduction: Digital Games as a Context for Cognitive Development, Learning, and Developmental Research; Digital Games Are an Integral Part of Children's Environments; Digital Games Contribute to Learning and Development; Developmental Research Can Inform the Design of Better Educational Games; Games as a Window into Applied Cognitive Development; Overview of the Volume; 2: The Challenge of Audience Reception: A Developmental Model for Educational Game Engagement; Media Reception Processes; Developmental Factors.; Game Play Motivations.
Game/Genre Attributes. Discussion; 3: Engagement States and Learning from Educational Games; Engagement and Learning; Engagement and Scholastic Achievement; Engagement with Educational Games; 4: Applying Developmental Theory and Research to the Creation of Educational Games; Introduction; Child Development and Interface Design; The Mouse.; Alternative Input Devices.; Child Development and Game Features; Leveling and Hints/Clues.; Motivation.; Conclusion; 5: The Impact of Recreational Video Game Play on Children's and Adolescents' Cognition
Cognitive Skills Acquired During Recreational Video Game Play Children's and Adolescents' Conceptions of Video Game Play; Conclusions; 6: Electronic Gaming and the Obesity Crisis; Food and Beverage Marketing to Children; Food Preferences and Mobile Apps; Movement, or the Lack Thereof, and Media Exposure; Conclusions; 7: Cross-Platform Learning: On the Nature of Children's Learning from Multiple Media Platforms; Empirical Research; Benefits for Comprehension and Learning; Matching Content to the Most Appropriate Medium.; Multiple Points of Entry.; Repetition and Reinforcement.
Transfer of Learning as a Mechanism for Cross-Platform Learning Limitations of Cross-Platform Learning; Conclusion; 8: Games for Learning: Vast Wasteland or a Digital Promise?; Cross-Cutting Issues; Next Steps: Building the Potential of Digital Games for Change; The Literacy Crisis.; The Engagement Crisis.; The STEM and College Graduation Crises.; Cooperative Learning.; Development of 21st-Century Skills.; Index
Sommario/riassunto: In the United States and in many other countries around the world, digital games have become an integral part of children's lives. Discussions of research on youth and digital games often focus solely on negative effects (e.g., of violent video games), but this is far from the whole story. As natural problem-solving activities, digital games provide a rich context for applied cognition. This volume explores topics such as: The benefits of digital games for children and adolescents' cognitive skills The nature of their learning from educational media
Titolo autorizzato: Digital games  Visualizza cluster
ISBN: 1-118-64827-7
1-299-40255-0
1-118-64801-3
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910779408003321
Lo trovi qui: Univ. Federico II
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Serie: New directions for child and adolescent development ; ; no. 139 (Spring 2013)