Computer games for learning : an evidence-based approach
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...
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| Main Author | |
|---|---|
| Format | Electronic eBook |
| Language | English |
| Published |
Cambridge, Massachusetts :
The MIT Press,
[2014]
|
| Subjects | |
| Online Access | Full text |
| ISBN | 9780262324502 9780262027571 9780262324519 |
| Physical Description | 1 online zdroj (xvii, 281 pages) |
Cover
Table of Contents:
- 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
- Examples of three genres of game research
- Value-added approach: which features improve a game's effectiveness?
- Cognitive consequences approach: what is learned from playing a game? / Deanne M. Adams and Richard E. Mayer
- Media comparison approach: are games more effective than conventional media?
- The future of research on games for learning.