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  1. Computer games for learning
    an evidence-based approach
    Published: 2014
    Publisher:  The MIT Press, Cambridge, Massachusetts ; London, England

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Würzburg
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780262027571
    Subjects: Computerspiel; Serious game; Lernen
    Scope: xvii, 281 Seiten, Illustrationen
  2. Computer games for learning
    an evidence-based approach
    Published: [2014]
    Publisher:  The MIT Press, Cambridge, Massachusetts

    Technische Hochschule Augsburg
    Unlimited inter-library loan, copies and loan
    Hochschulbibliothek Ingolstadt
    Unlimited inter-library loan, copies and loan
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0262027577; 0262324504; 9780262027571; 9780262324502
    Subjects: Cognitive learning; Computer games / Psychological aspects; Visual learning; Psychologie; Cognitive learning; Visual learning; Computer games; Computerspiel; Lernen; Serious game
    Scope: 1 Online-Ressource (xvii, 281 pages)
    Notes:

    Includes bibliographical references and indexes

    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

  3. Computer games for learning
    an evidence-based approach
    Published: 2014
    Publisher:  MIT Press, Cambridge, Mass. [u.a.]

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262027571
    RVK Categories: DP 1960 ; DP 2600 ; SU 500
    Subjects: Computerspiel; Lernen; ; Computerunterstütztes Lernen;
    Scope: XVII, 281 S., Ill., graph. Darst.
    Notes:

    Literaturangaben

  4. Computer games for learning
    an evidence-based approach
    Published: 2014
    Publisher:  The MIT Press, Cambridge, Massachusetts [u.a.]

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan
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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262027571
    RVK Categories: DP 1960 ; DP 2600 ; SU 500 ; DW 4400
    Subjects: Cognitive learning; Visual learning; Computer games
    Scope: XVII, 281 S, graph. Darst., 24 cm
    Notes:

    Includes bibliographical references and indexes

    by Deanne Adams and Richard E. Mayer: Introduction: taking an evidence-based approach to games for learningMethod: conducting scientific research on games for learning ; Theory: applying cognitive science to games for learning ; Evidence ; Examples of three genres of game research ; Value-added research: which features improve a game's effectiveness? ; Cognitive consequences research: what is learned from playing a game?

    Literaturangaben

  5. Computer games for learning
    an evidence-based approach
    Published: 2014
    Publisher:  The MIT Press, Cambridge, Massachusetts [u.a.]

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    10 A 68286
    Unlimited inter-library loan, copies and loan
    DIPF | Leibniz-Institut für Bildungsforschung und Bildungsinformation, Bibliothek
    No loan of volumes, only paper copies will be sent
    Bibliothek der Pädagogischen Hochschule Freiburg/Breisgau
    DP 2600 M468
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Heidelberg
    2015 A 9862
    Unlimited inter-library loan, copies and loan
    Thüringer Universitäts- und Landesbibliothek
    WIR:VN:300:M468 C7::2014
    Unlimited inter-library loan, copies and loan
    Zentrum für Kunst und Medien Karlsruhe / Staatliche Hochschule für Gestaltung, Bibliothek
    Hg 5612
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Mannheim
    2014 A 4552
    Unlimited inter-library loan, copies and loan
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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262027571
    RVK Categories: DP 1960 ; DP 2600 ; SU 500 ; DW 4400
    Subjects: Cognitive learning; Visual learning; Computer games
    Scope: XVII, 281 S, graph. Darst., 24 cm
    Notes:

    Includes bibliographical references and indexes

    by Deanne Adams and Richard E. Mayer: Introduction: taking an evidence-based approach to games for learningMethod: conducting scientific research on games for learning ; Theory: applying cognitive science to games for learning ; Evidence ; Examples of three genres of game research ; Value-added research: which features improve a game's effectiveness? ; Cognitive consequences research: what is learned from playing a game?

    Literaturangaben

  6. Computer games for learning
    an evidence-based approach
    Published: [2014]
    Publisher:  The MIT Press, Cambridge, Massachusetts

    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... more

    HafenCity Universität Hamburg, Bibliothek
    No inter-library loan
    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    No inter-library loan
    Technische Universität Hamburg, Universitätsbibliothek
    No inter-library loan
    Otto-von-Guericke-Universität, Universitätsbibliothek
    eBook MIT Press
    No inter-library loan
    Universitätsbibliothek Rostock
    No inter-library loan
    Universitätsbibliothek Stuttgart
    No inter-library loan

     

    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

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0262324504; 0262027577; 9780262324502; 9780262027571
    Subjects: Visual learning; Computer games; Cognitive learning; Cognitive learning; Visual learning; Computer games ; Psychological aspects
    Scope: Online-Ressource (xvii, 281 pages)
    Notes:

    Includes bibliographical references and indexes

    Deanne M. Adams and Richard E. Mayer: Introduction: taking an evidence-based approach to games for learningMethod: 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?