The Resource Computer games for learning : an evidence-based approach, Richard E. Mayer

Computer games for learning : an evidence-based approach, Richard E. Mayer

Label
Computer games for learning : an evidence-based approach
Title
Computer games for learning
Title remainder
an evidence-based approach
Statement of responsibility
Richard E. Mayer
Creator
Contributor
Author
Provider
Subject
Language
eng
Summary
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
Cataloging source
IEEEE
http://library.link/vocab/creatorDate
1947-
http://library.link/vocab/creatorName
Mayer, Richard E.
Index
index present
LC call number
LB1062
LC item number
.M385 2014eb
Literary form
non fiction
Nature of contents
  • dictionaries
  • bibliography
http://library.link/vocab/relatedWorkOrContributorName
MIT CogNet
http://library.link/vocab/subjectName
  • Cognitive learning
  • Visual learning
  • Computer games
  • Cognitive learning
  • Computer games
  • Visual learning
Label
Computer games for learning : an evidence-based approach, Richard E. Mayer
Instantiates
Publication
Bibliography note
Includes bibliographical references and indexes
Carrier category
online resource
Carrier category code
cr
Carrier MARC source
rdacarrier
Content category
text
Content type code
txt
Content type MARC source
rdacontent
Contents
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 -- Examples of three genres of game research -- Value-added approach: which features improve a game's effectiveness? -- Cognitive consequences approach: what is learned from playing a game? / Deanne M. Adams and Richard E. Mayer -- Media comparison approach: are games more effective than conventional media? -- The future of research on games for learning
Extent
1 online resource (xvii, 281 pages)
Form of item
online
Isbn
9780262324502
Media category
computer
Media MARC source
rdamedia
Media type code
c
Specific material designation
remote
System control number
  • (OCoLC)894047458
  • (OCoLC)ocn894047458
Label
Computer games for learning : an evidence-based approach, Richard E. Mayer
Publication
Bibliography note
Includes bibliographical references and indexes
Carrier category
online resource
Carrier category code
cr
Carrier MARC source
rdacarrier
Content category
text
Content type code
txt
Content type MARC source
rdacontent
Contents
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 -- Examples of three genres of game research -- Value-added approach: which features improve a game's effectiveness? -- Cognitive consequences approach: what is learned from playing a game? / Deanne M. Adams and Richard E. Mayer -- Media comparison approach: are games more effective than conventional media? -- The future of research on games for learning
Extent
1 online resource (xvii, 281 pages)
Form of item
online
Isbn
9780262324502
Media category
computer
Media MARC source
rdamedia
Media type code
c
Specific material designation
remote
System control number
  • (OCoLC)894047458
  • (OCoLC)ocn894047458

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