Computer games for learning: an evidence-based approach
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Cambridge, Massachusetts
The MIT Press
[2014]
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Schlagworte: | |
Online-Zugang: | FHA01 FHI01 Volltext |
Beschreibung: | Includes bibliographical references and indexes 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 |
Beschreibung: | 1 Online-Ressource (xvii, 281 pages) |
ISBN: | 0262027577 0262324504 9780262027571 9780262324502 |
Internformat
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500 | |a 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 | ||
650 | 7 | |a Cognitive learning |2 fast | |
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Datensatz im Suchindex
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any_adam_object | |
author | Mayer, Richard E. |
author_facet | Mayer, Richard E. |
author_role | aut |
author_sort | Mayer, Richard E. |
author_variant | r e m re rem |
building | Verbundindex |
bvnumber | BV042508774 |
collection | ZDB-37-IEM |
ctrlnum | (OCoLC)894047458 (DE-599)BVBBV042508774 |
dewey-full | 371.33/7 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 371 - Schools and their activities; special education |
dewey-raw | 371.33/7 |
dewey-search | 371.33/7 |
dewey-sort | 3371.33 17 |
dewey-tens | 370 - Education |
discipline | Pädagogik |
format | Electronic eBook |
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spelling | Mayer, Richard E. Verfasser aut Computer games for learning an evidence-based approach Richard E. Mayer Cambridge, Massachusetts The MIT Press [2014] 1 Online-Ressource (xvii, 281 pages) txt rdacontent c rdamedia cr rdacarrier Includes bibliographical references and indexes 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 Cognitive learning fast Computer games / Psychological aspects fast Visual learning fast Psychologie Cognitive learning Visual learning Computer games Psychological aspects Computerspiel (DE-588)4010457-6 gnd rswk-swf Lernen (DE-588)4035408-8 gnd rswk-swf Serious game (DE-588)1046414801 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Lernen (DE-588)4035408-8 s 1\p DE-604 Serious game (DE-588)1046414801 s 2\p DE-604 http://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6867431 Verlag Volltext 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk 2\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Mayer, Richard E. Computer games for learning an evidence-based approach Cognitive learning fast Computer games / Psychological aspects fast Visual learning fast Psychologie Cognitive learning Visual learning Computer games Psychological aspects Computerspiel (DE-588)4010457-6 gnd Lernen (DE-588)4035408-8 gnd Serious game (DE-588)1046414801 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4035408-8 (DE-588)1046414801 |
title | Computer games for learning an evidence-based approach |
title_auth | Computer games for learning an evidence-based approach |
title_exact_search | Computer games for learning an evidence-based approach |
title_full | Computer games for learning an evidence-based approach Richard E. Mayer |
title_fullStr | Computer games for learning an evidence-based approach Richard E. Mayer |
title_full_unstemmed | Computer games for learning an evidence-based approach Richard E. Mayer |
title_short | Computer games for learning |
title_sort | computer games for learning an evidence based approach |
title_sub | an evidence-based approach |
topic | Cognitive learning fast Computer games / Psychological aspects fast Visual learning fast Psychologie Cognitive learning Visual learning Computer games Psychological aspects Computerspiel (DE-588)4010457-6 gnd Lernen (DE-588)4035408-8 gnd Serious game (DE-588)1046414801 gnd |
topic_facet | Cognitive learning Computer games / Psychological aspects Visual learning Psychologie Computer games Psychological aspects Computerspiel Lernen Serious game |
url | http://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6867431 |
work_keys_str_mv | AT mayerricharde computergamesforlearninganevidencebasedapproach |