Computer games for learning : (Record no. 73379)
[ view plain ]
000 -LEADER | |
---|---|
fixed length control field | 03920nam a2200493 i 4500 |
001 - CONTROL NUMBER | |
control field | 6867431 |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20220712204827.0 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 151223s2014 mau ob 001 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
ISBN | 9780262324502 |
-- | electronic |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
-- | hardcover : alk. paper |
082 00 - CLASSIFICATION NUMBER | |
Call Number | 371.33/7 |
100 1# - AUTHOR NAME | |
Author | Mayer, Richard E., |
245 10 - TITLE STATEMENT | |
Title | Computer games for learning : |
Sub Title | an evidence-based approach / |
300 ## - PHYSICAL DESCRIPTION | |
Number of Pages | 1 PDF (xvii, 281 pages). |
505 0# - FORMATTED CONTENTS NOTE | |
Remark 2 | Introduction: taking an evidence-based approach to games for learning -- Method: conducting scientific research on games for learning -- Theory: applying cognitive science to games for learning -- Evidence -- Examples of three genres of game research -- Value-added research: which features improve a game's effectiveness? -- Cognitive consequences research: what is learned from playing a game? / by Deanne Adams and Richard E. Mayer -- Media comparison research: are games more effective than -- Conventional media? |
520 ## - SUMMARY, ETC. | |
Summary, etc | 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 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
General subdivision | Psychological aspects. |
856 42 - ELECTRONIC LOCATION AND ACCESS | |
Uniform Resource Identifier | https://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6867431 |
942 ## - ADDED ENTRY ELEMENTS (KOHA) | |
Koha item type | eBooks |
264 #1 - | |
-- | Cambridge, Massachusetts : |
-- | MIT Press, |
-- | [2014] |
264 #2 - | |
-- | [Piscataqay, New Jersey] : |
-- | IEEE Xplore, |
-- | [2014] |
336 ## - | |
-- | text |
-- | rdacontent |
337 ## - | |
-- | electronic |
-- | isbdmedia |
338 ## - | |
-- | online resource |
-- | rdacarrier |
588 ## - | |
-- | Description based on PDF viewed 12/23/2015. |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Cognitive learning. |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Visual learning. |
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1 | |
-- | Computer games |
No items available.