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001 EBC3056078
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006 m o d |
007 cr cnu||||||||
008 240724s2014 xx o ||||0 eng d
020 _a9780199896653
_q(electronic bk.)
020 _z9780199896646
035 _a(MiAaPQ)EBC3056078
035 _a(Au-PeEL)EBL3056078
035 _a(CaPaEBR)ebr10838522
035 _a(CaONFJC)MIL576476
035 _a(OCoLC)922972884
040 _aMiAaPQ
_beng
_erda
_epn
_cMiAaPQ
_dMiAaPQ
050 4 _aLB1028.3 -- .L3775 2014eb
082 0 _a371.33
100 1 _aBlumberg, Fran C.
245 1 0 _aLearning by Playing :
_bVideo Gaming in Education.
250 _a1st ed.
264 1 _aOxford :
_bOxford University Press, Incorporated,
_c2014.
264 4 _c©2014.
300 _a1 online resource (386 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
505 0 _aCover -- 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.
505 8 _a22 Games in a Digital Age: Supporting a New Ecology of Learning1,2 -- Index.
520 _aThere 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.
588 _aDescription based on publisher supplied metadata and other sources.
590 _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
650 0 _aEducational technology.
650 0 _aEducation -- Effect of technological innovations on.
650 0 _aVideo games and children.
655 4 _aElectronic books.
776 0 8 _iPrint version:
_aBlumberg, Fran C.
_tLearning by Playing
_dOxford : Oxford University Press, Incorporated,c2014
_z9780199896646
797 2 _aProQuest (Firm)
856 4 0 _uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=3056078
_zClick to View
999 _c66941
_d66941