Computer games and instruction

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 evid...

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Bibliographic Details
Other Authors Tobias, Sigmund, Fletcher, J. D.
Format Electronic eBook
LanguageEnglish
Published Bingley, U.K : Emerald Publishing Limited : State University of New York, 2011.
Subjects
Online AccessFull text
ISBN9781806616534
DOI10.1108/978-1-61735-410-6
Physical Description1 online resource (xi, 551 pages) : illustrations

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245 0 0 |a Computer games and instruction /  |c edited by Sigmund Tobias (State university of New York-Albany) and J. D. Fletcher (Institute for Defense Analyses). 
264 1 |a Bingley, U.K :  |b Emerald Publishing Limited :  |b State University of New York,  |c 2011. 
264 4 |c ©2011 
300 |a 1 online resource (xi, 551 pages) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
504 |a Includes bibliographical references. 
505 0 |a Preface -- Section I. -- Introduction to computer games -- Introduction / Sigmund Tobias and J. D. Fletcher -- Chapter 1. Searching for the fun in learning: A historical perspective on the evolution of educational video games / Alex Games and Kurt D. Squire -- Chapter 2. Using video games as educational tools in healthcare / Janis A. Cannon-Bowers -- Chapter 3. Cannon-bowers / Clint Bowers and Katelyn Procci -- Chapter 4. After the revolution: Game-informed training in the U.S. Military / Ralph Ernest Chatham -- Chapter 5. Multi-user games and learning: A review of the research / Jonathon Richter and Daniel Livingstone -- Section II. Review of the literature and reactions -- Chapter 6. Review of research on computer games / Sigmund Tobias, J. D. Fletcher, David Yun Dai, and Alexander P. Wind -- Chapter 7. Reflections on empirical evidence on games and learning / James Paul Gee -- Chapter 8. Developing a research agenda for educational games and simulations / Chris Dede -- Chapter 9. Comments on research comparing games to other instructional methods / Marc Prensky -- Section III. Computer game issues -- Chapter 10. Multimedia learning and games / Richard E. Mayer -- Chapter 11. Action game play as a tool to enhance perception, attention and cognition / Ashley F. Anderson and Daphne Bavelier -- Chapter 12. Developing an electronic game for vocabulary learning: A case study / Michael L. Kamil and Cheryl Taitague -- Chapter 13. Instructional support in games / Henny Leemkuil and Ton de Jong -- Chapter 14. Implications of constructivism for the design and use of serious games / Jamie R. Kirkley, Thomas M. Duffy, Sonny E. Kirkley, and Deborah L. Kremer -- Chapter 15. Implications of game use for explicit instruction / Putai Jin and Renae Low -- Chapter 16. Cost analysis in assessing games for learning / J. D. Fletcher -- Chapter 17. Using computer games to teach adult learners problem solving / Joan (Yuan-Chung) Lang and Harold F. O'Neil -- Chapter 18. Gender and gaming / Elisabeth R. Hayes -- Chapter 19. Computer games and opportunity to learn: Implications for teaching students from low socioeconomic backgrounds / David Yun Dai and Alexander P. Wind -- Section IV. Evaluation and summing up -- Chapter 20. Stealth assessment in computer-based games to support learning / Valerie J. Shute -- Chapter 21. Computer games, present and future / Sigmund Tobias and J. D. Fletcher -- Author identification. 
506 |a Plný text je dostupný pouze z IP adres počítačů Univerzity Tomáše Bati ve Zlíně nebo vzdáleným přístupem pro zaměstnance a studenty 
520 |a 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. 
588 0 |a Print version record. 
650 0 |a Education  |x Computer-assisted instruction. 
650 0 |a Video games. 
650 0 |a Educational games. 
650 7 |a Education  |x Computers & Technology.  |2 bisacsh 
650 7 |a Computer games, online games: strategy guides.  |2 thema 
650 7 |a Educational equipment and technology, computer-aided learning (CAL)  |2 thema 
655 7 |a elektronické knihy  |7 fd186907  |2 czenas 
655 9 |a electronic books  |2 eczenas 
700 1 |a Tobias, Sigmund. 
700 1 |a Fletcher, J. D. 
776 0 8 |i Print version:  |z 9781617354090, 9781617354083 
776 0 8 |i PDF version:  |z 9781617354106 
856 4 0 |u https://proxy.k.utb.cz/login?url=https://doi.org/10.1108/978-1-61735-410-6