Computer games for learning : (Record no. 73379)

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

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