Digital games [[electronic resource] ] : a context for cognitive development / / Fran C. Blumberg, Shalom M. Fisch, editors |
Pubbl/distr/stampa | San Francisco, : Jossey-Bass, 2013 |
Descrizione fisica | 1 online resource (98 p.) |
Disciplina |
155.4130285
371.39 |
Altri autori (Persone) |
BlumbergFran C
FischShalom M |
Collana | New directions for child and adolescent development |
Soggetto topico |
Developmental psychology
Video games - Psychological aspects Cognition in adolescence Cognition in children |
Soggetto genere / forma | Electronic books. |
ISBN |
1-118-64827-7
1-299-40255-0 1-118-64801-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 |
Record Nr. | UNINA-9910452636803321 |
San Francisco, : Jossey-Bass, 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Digital games [[electronic resource] ] : a context for cognitive development / / Fran C. Blumberg, Shalom M. Fisch, editors |
Edizione | [1st ed.] |
Pubbl/distr/stampa | San Francisco, : Jossey-Bass, 2013 |
Descrizione fisica | 1 online resource (98 p.) |
Disciplina |
155.4130285
371.39 |
Altri autori (Persone) |
BlumbergFran C
FischShalom M |
Collana | New directions for child and adolescent development |
Soggetto topico |
Developmental psychology
Video games - Psychological aspects Cognition in adolescence Cognition in children |
ISBN |
1-118-64827-7
1-299-40255-0 1-118-64801-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 |
Record Nr. | UNINA-9910779408003321 |
San Francisco, : Jossey-Bass, 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Digital games : a context for cognitive development / / Fran C. Blumberg, Shalom M. Fisch, editors |
Edizione | [1st ed.] |
Pubbl/distr/stampa | San Francisco, : Jossey-Bass, 2013 |
Descrizione fisica | 1 online resource (98 p.) |
Disciplina |
155.4130285
371.39 |
Altri autori (Persone) |
BlumbergFran C
FischShalom M |
Collana | New directions for child and adolescent development |
Soggetto topico |
Developmental psychology
Video games - Psychological aspects Cognition in adolescence Cognition in children |
ISBN |
1-118-64827-7
1-299-40255-0 1-118-64801-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
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 |
Record Nr. | UNINA-9910818177403321 |
San Francisco, : Jossey-Bass, 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Learning by playing : frontiers of video gaming in education / / edited by Fran C. Blumberg |
Pubbl/distr/stampa | Oxford, [England] ; ; New York, New York : , : Oxford University Press, , 2014 |
Descrizione fisica | 1 online resource (386 p.) |
Disciplina | 371.33 |
Altri autori (Persone) |
BlumbergFran C
BlumbergFran |
Soggetto topico |
Educational technology
Education - Effect of technological innovations on Video games and children |
Soggetto genere / forma | Electronic books. |
ISBN |
0-19-025614-1
0-19-989665-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
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 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 |
Record Nr. | UNINA-9910464433303321 |
Oxford, [England] ; ; New York, New York : , : Oxford University Press, , 2014 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Learning by playing : frontiers of video gaming in education / / edited by Fran C. Blumberg |
Pubbl/distr/stampa | Oxford, [England] ; ; New York, New York : , : Oxford University Press, , 2014 |
Descrizione fisica | 1 online resource (386 p.) |
Disciplina | 371.33 |
Altri autori (Persone) |
BlumbergFran C
BlumbergFran |
Soggetto topico |
Educational technology
Education - Effect of technological innovations on Video games and children |
ISBN |
0-19-025614-1
0-19-989665-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
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 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 |
Record Nr. | UNINA-9910789017403321 |
Oxford, [England] ; ; New York, New York : , : Oxford University Press, , 2014 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Learning by playing : frontiers of video gaming in education / / edited by Fran C. Blumberg |
Pubbl/distr/stampa | Oxford, [England] ; ; New York, New York : , : Oxford University Press, , 2014 |
Descrizione fisica | 1 online resource (386 p.) |
Disciplina | 371.33 |
Altri autori (Persone) |
BlumbergFran C
BlumbergFran |
Soggetto topico |
Educational technology
Education - Effect of technological innovations on Video games and children |
ISBN |
0-19-025614-1
0-19-989665-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
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 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 |
Record Nr. | UNINA-9910806228203321 |
Oxford, [England] ; ; New York, New York : , : Oxford University Press, , 2014 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|