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Computer Games for Learning - 9780262027571

Un libro in lingua di Mayer Richard E. edito da Mit Pr, 2014

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Many strong claims are made for the educational value of computer games, but there isa need for systematic examination of the research evidence that might support such claims. This bookfills that need by providing, a comprehensive and up-to-date investigation of what research showsabout learning with computer games.

Computer Games forLearning describes three genres of game research: the value-added approach, which comparesthe learning outcomes of students who learn with a base version of a game to those of students wholearn with the base version plus an additional feature; the cognitive consequences approach, whichcompares learning outcomes of students who play an off-the-shelf computer game for extended periodsto those of students who do not; and the media comparative approach, which compares the learningoutcomes of students who learn material by playing a game to those of students who learn the samematerial using conventional media.

After introductory chapters that describe therationale and goals of learning game research as well as the relevance of cognitive science tolearning with games, the book offers examples of research in all three genres conducted by theauthor and his colleagues at the University of California, Santa Barbara; meta-analyses of publishedresearch; and suggestions for future research in the field. The book is essential reading forresearchers 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 ofcomputer games.

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