Learning by playing : video gaming in education /

Learning by playing : video gaming in education / edited by Fran C. Blumberg. - xi, 358 pages ; 25 cm

Includes bibliographical references and index.

Part one: Introduction and overview. Academic lessons from video game learning / Fran C. Blumberg, Debby E. Almonte, Yishai Barkhardori, and Andrew Leno -- Part two: Theoretical and cognitive perspectives: how should we think about learning in video games? Virtual to real life--assessing transfer of learning from video games / Susan M. Barnett -- The perceptual and cognitive effects of action video game experience / C. Shawn Green -- Relations between video gaming and children's executive functions / John R. Best -- Developing scientific thinking in the context of video games: where to next? / Corinne Zimmerman -- Do video games provide motivation to learn? / Akane Zusho, Jared S. Anthony, Naoko Hashimoto, and Gerard Robertson -- What we know about how experts attain their superior performance: implications for the use of video games and games training in schools / K. Anders Ericsson, Jong Sung Yoon, and Walter R. Boot -- Media effects, communication, and complexity science insights on game for learning / John L. Sherry -- The general learning model: unveiling the teaching potential of video games / Douglas A. Gentile, Christopher L. Groves, and J. Ronald Gentile -- Part three: Game design perspectives: how should we design educational video games? Toward a playful and usable education / Célia Hodent -- Educational video games: two tools for research and development / Matthew Gaydos -- Formative research for game design / James Bachhuber -- Transfer of learning from video game play to the classroom / Debra A. Lieberman, Erica Biely, Chan L. Thai, and Susana Peinado -- Part four: Learning the practice: how should we study learning in video games for transfer to academic tasks? Cross-platform learning: how do children learn from multiple media? / Shalom M. Fisch, Richard Lesh, Elizabeth Motoki, Sandra Crespo, and Vincent Melfi -- Electronic game changers for the obesity crisis / Sandra L. Calvert, Bradley J. Bond, and Amanda E. Staiano -- Tug-of-war: seeking help while playing an educational card game / Osvaldo Jiménez, Ugochi Acholonu, and Dylan Arena -- Scientific inquiry in digital games / Jodi Asbell-Clarke and Elizabeth Rowe -- Computer games and education: a multidimensional relationship / Keith Roe and Anne Dickmeis -- Video games, motivation, and learning / Michael A. Evans, Brett D. Jones, and Jennifer Biedler -- Video and computer games as grounding experiences for learning / John B. Black, Saadia A. Khan, and Shih-Chieh Doug Huang -- Evaluating the specificity of effects of video game training / Kasey L. Powers and Patricia J. Brooks -- Part five: Conclusion. Games in a digital age: supporting a new ecology of learning / Michael H. Levine, Lori Takeuchi, and Sarah E. Vaala -- -- Part one. Introduction and overview -- Part two. Theoretical and cognitive perspectives: how should we think about learning in video games? -- Part three. Game design perspectives: how should we design educational video games? -- Part four. Learning in practice: how should we study learning in video games for transfer to academic tasks? -- Part five. Conclusion -- index.

"There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom."--book jacket.

019989664X 9780199896646

2013034455


Educational technology.
Education--Effect of technological innovations on.
Video games and children.

LB1028.3 / .L3775 2014

371.33

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