Computer Games for Learning Computer Games for Learning

Computer Games for Learning

An Evidence-Based Approach

    • ¥4,800
    • ¥4,800

発行者による作品情報

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.

ジャンル
職業/技術
発売日
2014年
7月11日
言語
EN
英語
ページ数
304
ページ
発行者
MIT Press
販売元
Penguin Random House LLC
サイズ
3.8
MB
Building Expertise Building Expertise
2008年
Handbook of Improving Performance in the Workplace, Instructional Design and Training Delivery Handbook of Improving Performance in the Workplace, Instructional Design and Training Delivery
2009年
The Handbook for Learning and Development Professionals The Handbook for Learning and Development Professionals
2020年
Critical Inquiry and Problem Solving in Physical Education Critical Inquiry and Problem Solving in Physical Education
2013年
Scenario-based e-Learning Scenario-based e-Learning
2012年
Style Differences in Cognition, Learning, and Management Style Differences in Cognition, Learning, and Management
2012年
Handbook of Game-Based Learning Handbook of Game-Based Learning
2020年
e-Learning and the Science of Instruction e-Learning and the Science of Instruction
2023年
How to Be a Successful Student How to Be a Successful Student
2018年
Handbook of Research on Learning and Instruction Handbook of Research on Learning and Instruction
2016年
Teaching and Learning Computer Programming Teaching and Learning Computer Programming
2013年
Scenario-based e-Learning Scenario-based e-Learning
2012年