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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| Other Authors | , |
|---|---|
| Format | Electronic eBook |
| Language | English |
| Published |
Bingley, U.K :
Emerald Publishing Limited : State University of New York,
2011.
|
| Subjects | |
| Online Access | Full text |
| ISBN | 9781806616534 |
| DOI | 10.1108/978-1-61735-410-6 |
| Physical Description | 1 online resource (xi, 551 pages) : illustrations |
Cover
Table of Contents:
- 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.