The Use Of Computer And Video Games For Learning PDF Download
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Author | : Alice Mitchell |
Publisher | : Bright Sparks |
Total Pages | : 84 |
Release | : 2004 |
Genre | : Computer games |
ISBN | : 9781853389047 |
Download The Use of Computer and Video Games for Learning Book in PDF, ePub and Kindle
Author | : Richard E. Mayer |
Publisher | : MIT Press |
Total Pages | : 303 |
Release | : 2014-07-11 |
Genre | : Education |
ISBN | : 0262027577 |
Download Computer Games for Learning Book in PDF, ePub and Kindle
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.
Author | : Judy Arnall |
Publisher | : Professional Parenting |
Total Pages | : 384 |
Release | : 2018-09-21 |
Genre | : Family & Relationships |
ISBN | : 1775178609 |
Download Unschooling To University Book in PDF, ePub and Kindle
Learn how to acquire a personalized education through self-directed learning, and meet post-secondary entrance requirements.
Author | : James Paul Gee |
Publisher | : Macmillan |
Total Pages | : 233 |
Release | : 2014-12-02 |
Genre | : Education |
ISBN | : 1466886420 |
Download What Video Games Have to Teach Us About Learning and Literacy. Second Edition Book in PDF, ePub and Kindle
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Author | : J. D. Fletcher |
Publisher | : IAP |
Total Pages | : 564 |
Release | : 2011-05-01 |
Genre | : Technology & Engineering |
ISBN | : 1617354104 |
Download Computer Games and Instruction Book in PDF, ePub and Kindle
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students’ reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.
Author | : |
Publisher | : BRILL |
Total Pages | : 312 |
Release | : 2007-01-01 |
Genre | : Education |
ISBN | : 908790312X |
Download The Design and Use of Simulation Computer Games in Education Book in PDF, ePub and Kindle
"A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come." - James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University
Author | : Kurt Squire |
Publisher | : Teachers College Press |
Total Pages | : 0 |
Release | : 2011-07-09 |
Genre | : Education |
ISBN | : 9780807751985 |
Download Video Games and Learning Book in PDF, ePub and Kindle
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.
Author | : Yam San Chee |
Publisher | : Springer |
Total Pages | : 199 |
Release | : 2015-08-18 |
Genre | : Technology & Engineering |
ISBN | : 9812875182 |
Download Games-To-Teach or Games-To-Learn Book in PDF, ePub and Kindle
The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.
Author | : Yasmin B. Kafai |
Publisher | : Routledge |
Total Pages | : 357 |
Release | : 2012-12-06 |
Genre | : Education |
ISBN | : 1136482466 |
Download Minds in Play Book in PDF, ePub and Kindle
First Published in 1994. Routledge is an imprint of Taylor & Francis, an informa company.
Author | : M. Peterson |
Publisher | : Springer |
Total Pages | : 256 |
Release | : 2016-01-12 |
Genre | : Language Arts & Disciplines |
ISBN | : 1137005173 |
Download Computer Games and Language Learning Book in PDF, ePub and Kindle
A comprehensive and accessible overview for language educators, researchers, and students, this book examines the relationship between technological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical evidence about the use of computer games in language learning.