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  1. Computer games and team and individual learning
    Erschienen: 2008
    Verlag:  Elsevier, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 0080551890; 9780080453439; 9780080551890
    RVK Klassifikation: DP 1960
    Auflage/Ausgabe: 1st ed
    Schlagworte: COMPUTERS / Educational Software; Computer games; Educational games; Problem-based learning; Team learning approach in education; Problem-based learning; Computer games; Educational games; Team learning approach in education; Lernen; Computerunterstützter Unterricht; Computerspiel; Gruppenarbeit
    Umfang: 1 Online-Ressource (xviii, 320 pages)
    Bemerkung(en):

    Includes bibliographical references and index

    Cover; Computer Games and Team and Individual Learning; Copyright Page; Contents; Preface; Contributors; PART 1 FRAMEWORK; Chapter 1 A Conceptual Framework for the Empirical Study of Instructional Games; Chapter 2 A Framework for the Assessment of Learning Games; Chapter 3 A Formative Evaluation of the Training Effectiveness of a Computer Game; Chapter 4 Foundations for Software Support of Instruction in Game Contexts; PART 2 TEAM LEARNING; Chapter 5 Eliciting and Evaluating Teamwork within a Multi-Player Game-Based Training Environment

    Documents research on the impact of computer games on the learning of adults. Computer games and learning are characterized from a series of different theoretical and empirical viewpoints. Both civilian sector and military applications are presented. While effectiveness of game environments to support learning can be documented in terms of intensity and longevity of engagement (participants voting with their time), as well as the commercial success of the games, there is much less solid empirical information about what instructional outcomes are systematically achieved by the playing of individ