ORPP logo
Image from Google Jackets

Learning by Playing : Video Gaming in Education.

By: Material type: TextTextPublisher: Oxford : Oxford University Press, Incorporated, 2014Copyright date: ©2014Edition: 1st edDescription: 1 online resource (386 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9780199896653
Subject(s): Genre/Form: Additional physical formats: Print version:: Learning by PlayingDDC classification:
  • 371.33
LOC classification:
  • LB1028.3 -- .L3775 2014eb
Online resources:
Contents:
Cover -- Learning by Playing -- Copyright -- Contents -- Contributors -- Part One INTRODUCTION AND OVERVIEW -- 1 Academic Lessons from Video Game Learning -- Part Two THEORETICAL AND COGNITIVE PERSPECTIVES: HOW SHOULD WE THINK ABOUT LEARNING IN VIDEO GAMES? -- 2 Virtual to Real Life-Assessing Transfer of Learning from Video Games -- 3 The Perceptual and Cognitive Effects of Action Video Game Experience -- 4 Relations between Video Gaming and Children's Executive Functions -- 5 Developing Scientific Thinking in the Context of Video Games: Where to Next? -- 6 Do Video Games Provide Motivation to Learn? -- 7 What We Know About How Experts Attain Their Superior Performance: Implications for the Use of Video Games and Game Training in Schools -- 8 Media Effects, Communication, and Complexity Science Insights on Games for Learning -- 9 The General Learning Model: Unveiling the Teaching Potential of Video Games -- Part Three GAME DESIGN PERSPECTIVES: HOW SHOULD WE DESIGN EDUCATIONAL VIDEO GAMES? -- 10 Toward a Playful and Usable Education -- 11 Educational Video Games: Two Tools for Research and Development -- 12 Formative Research for Game Design -- 13 Transfer of Learning from Video Game Play to the Classroom -- Part Four LEARNING IN PRACTICE: HOW SHOULD WE STUDY LEARNING IN VIDEO GAMES FOR TRANSFER TO ACADEMIC TASKS? -- 14 Cross-Platform Learning: How Do Children Learn from Multiple Media? -- 15 Electronic Game Changers for the Obesity Crisis -- 16 Tug-of-War: Seeking Help while Playing an Educational Card Game -- 17 Scientific Inquiry in Digital Games -- 18 Computer Games and Education: A Multidimensional Relationship -- 19 Video Games, Motivation, and Learning -- 20 Video and Computer Games as Grounding Experiences for Learning -- 21 Evaluating the Specificity of Effects of Video Game Training -- Part Five CONCLUSION.
22 Games in a Digital Age: Supporting a New Ecology of Learning1,2 -- Index.
Summary: 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. In Learning By Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning.
Tags from this library: No tags from this library for this title. Log in to add tags.
Star ratings
    Average rating: 0.0 (0 votes)
No physical items for this record

Cover -- Learning by Playing -- Copyright -- Contents -- Contributors -- Part One INTRODUCTION AND OVERVIEW -- 1 Academic Lessons from Video Game Learning -- Part Two THEORETICAL AND COGNITIVE PERSPECTIVES: HOW SHOULD WE THINK ABOUT LEARNING IN VIDEO GAMES? -- 2 Virtual to Real Life-Assessing Transfer of Learning from Video Games -- 3 The Perceptual and Cognitive Effects of Action Video Game Experience -- 4 Relations between Video Gaming and Children's Executive Functions -- 5 Developing Scientific Thinking in the Context of Video Games: Where to Next? -- 6 Do Video Games Provide Motivation to Learn? -- 7 What We Know About How Experts Attain Their Superior Performance: Implications for the Use of Video Games and Game Training in Schools -- 8 Media Effects, Communication, and Complexity Science Insights on Games for Learning -- 9 The General Learning Model: Unveiling the Teaching Potential of Video Games -- Part Three GAME DESIGN PERSPECTIVES: HOW SHOULD WE DESIGN EDUCATIONAL VIDEO GAMES? -- 10 Toward a Playful and Usable Education -- 11 Educational Video Games: Two Tools for Research and Development -- 12 Formative Research for Game Design -- 13 Transfer of Learning from Video Game Play to the Classroom -- Part Four LEARNING IN PRACTICE: HOW SHOULD WE STUDY LEARNING IN VIDEO GAMES FOR TRANSFER TO ACADEMIC TASKS? -- 14 Cross-Platform Learning: How Do Children Learn from Multiple Media? -- 15 Electronic Game Changers for the Obesity Crisis -- 16 Tug-of-War: Seeking Help while Playing an Educational Card Game -- 17 Scientific Inquiry in Digital Games -- 18 Computer Games and Education: A Multidimensional Relationship -- 19 Video Games, Motivation, and Learning -- 20 Video and Computer Games as Grounding Experiences for Learning -- 21 Evaluating the Specificity of Effects of Video Game Training -- Part Five CONCLUSION.

22 Games in a Digital Age: Supporting a New Ecology of Learning1,2 -- 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. In Learning By Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning.

Description based on publisher supplied metadata and other sources.

Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

There are no comments on this title.

to post a comment.

© 2024 Resource Centre. All rights reserved.