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Digital games [[electronic resource] ] : a context for cognitive development / / Fran C. Blumberg, Shalom M. Fisch, editors
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
Opac: Controlla la disponibilità qui
Digital games [[electronic resource] ] : a context for cognitive development / / Fran C. Blumberg, Shalom M. Fisch, editors
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
Opac: Controlla la disponibilità qui
Digital games [[electronic resource] ] : a context for cognitive development / / Fran C. Blumberg, Shalom M. Fisch, editors
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-9910818177403321
San Francisco, : Jossey-Bass, 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui