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  • 1
    Online-Ressource
    Online-Ressource
    Cambridge, Massachusetts :The MIT Press,
    UID:
    almafu_9960950840102883
    Umfang: 1 PDF (xvii, 281 pages).
    ISBN: 0-262-32451-2
    Inhalt: 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.
    Anmerkung: Bibliographic Level Mode of Issuance: Monograph , 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 -- 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? / by Deanne Adams and Richard E. Mayer -- Media comparison research: are games more effective than -- Conventional media? , Also available in print. , English
    Weitere Ausg.: ISBN 0-262-02757-7
    Weitere Ausg.: ISBN 0-262-32450-4
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 2
    Buch
    Buch
    Cambridge, Massachusetts [u.a.] : The MIT Press
    UID:
    gbv_77235846X
    Umfang: XVII, 281 S , graph. Darst. , 24 cm
    ISBN: 9780262027571
    Anmerkung: Includes bibliographical references and indexes , 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? , Media comparison research: are games more effective than ; Conventional media? , Literaturangaben
    Weitere Ausg.: Erscheint auch als Online-Ausgabe Mayer, Richard E., 1947 - Computer games for learning Cambridge, Massachusetts : The MIT Press, 2014 ISBN 9780262324502
    Sprache: Englisch
    Fachgebiete: Informatik , Pädagogik
    RVK:
    RVK:
    RVK:
    RVK:
    Schlagwort(e): Computerspiel ; Lernen ; Computerunterstütztes Lernen
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 3
    Online-Ressource
    Online-Ressource
    Cambridge, Massachusetts : The MIT Press
    UID:
    gbv_1743315678
    Umfang: 1 online resource (xvii, 281 pages)
    ISBN: 0262324504 , 9780262324502 , 9780262324519 , 0262324512
    Inhalt: 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.
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
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