検索条件入力書誌詳細 > Computer games for learning : an evidence-based approach
書誌情報:Computer games for learning : an evidence-based approach
Richard E. Mayer
Cambridge, Mass. : MIT Press , [2014]
1 online resource (xvii, 281 p.)
WebCatPlus を見る
CiNii Books を見る


  


所蔵一覧
https://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6867431
巻号予約人数所在請求記号登録番号資料ID状態貸出区分備考 
1: electronic bk0オンライン 1A001951  利用可
電子書籍 

選択行を:  

書誌詳細
刊年2014
G/SMDリモートファイル
形態1 online resource (xvii, 281 p.)
注記Includes bibliographical references and indexes
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?
Restricted to subscribers or individual electronic text purchasers
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
Also available in print
Mode of access: World Wide Web
Description based on PDF viewed 12/23/2015
URL:https://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6867431(Abstract with links to resource)
出版国アメリカ合衆国
標題言語英語
本文言語英語
著者情報Mayer, Richard E.
ISBN9780262324502(: electronic bk)
無効/取消ISBN9780262027571(: electronic bk)
件名LCSH:Cognitivelearning
LCSH:Visuallearning
LCSH:Computergames
NCID6867431
IDENThttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6867431

WebCatPlus を見る    CiNii Books を見る