Good Video Games + Good Learning

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Publisher : Peter Lang
ISBN 13 : 9780820497037
Total Pages : 212 pages
Book Rating : 4.37/5 ( download)

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Book Synopsis Good Video Games + Good Learning by : James Paul Gee

Download or read book Good Video Games + Good Learning written by James Paul Gee and published by Peter Lang. This book was released on 2007 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: Textbook

Good Video Games + Good Learning

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Publisher : New Literacies and Digital Epistemologies
ISBN 13 : 9781433123931
Total Pages : 0 pages
Book Rating : 4.32/5 ( download)

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Book Synopsis Good Video Games + Good Learning by : James Paul Gee

Download or read book Good Video Games + Good Learning written by James Paul Gee and published by New Literacies and Digital Epistemologies. This book was released on 2013 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The chapters in this book argue that good games teach through well-designed problem-solving experiences. In the end, the book offers a model of collaborative, interactive, and embodied learning centered on problem solving, a model that can be enhanced by games, but which can be accomplished in many different ways with or without games.

Why Video Games are Good for Your Soul

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Publisher : Common Ground
ISBN 13 : 186335574X
Total Pages : 132 pages
Book Rating : 4.42/5 ( download)

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Book Synopsis Why Video Games are Good for Your Soul by : James Paul Gee

Download or read book Why Video Games are Good for Your Soul written by James Paul Gee and published by Common Ground. This book was released on 2005 with total page 132 pages. Available in PDF, EPUB and Kindle. Book excerpt: Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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Publisher : Macmillan
ISBN 13 : 1466886420
Total Pages : 256 pages
Book Rating : 4.21/5 ( download)

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Book Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

Good Video Games and Good Learning

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Publisher :
ISBN 13 : 9781453911624
Total Pages : 167 pages
Book Rating : 4.26/5 ( download)

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Book Synopsis Good Video Games and Good Learning by : James Paul Gee

Download or read book Good Video Games and Good Learning written by James Paul Gee and published by . This book was released on 2013 with total page 167 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Using Games to Enhance Learning and Teaching

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Publisher : Routledge
ISBN 13 : 0415897726
Total Pages : 234 pages
Book Rating : 4.23/5 ( download)

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Book Synopsis Using Games to Enhance Learning and Teaching by : Nicola Whitton

Download or read book Using Games to Enhance Learning and Teaching written by Nicola Whitton and published by Routledge. This book was released on 2012 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity.

Learning by Playing

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Publisher : Oxford University Press, USA
ISBN 13 : 019989664X
Total Pages : 386 pages
Book Rating : 4.46/5 ( download)

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Book Synopsis Learning by Playing by : Fran Blumberg

Download or read book Learning by Playing written by Fran Blumberg and published by Oxford University Press, USA. This book was released on 2014 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: There 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. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. 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. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.

Situated Language and Learning

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Publisher : Psychology Press
ISBN 13 : 9780415317771
Total Pages : 152 pages
Book Rating : 4.70/5 ( download)

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Book Synopsis Situated Language and Learning by : James Paul Gee

Download or read book Situated Language and Learning written by James Paul Gee and published by Psychology Press. This book was released on 2004 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tackles the big ideas about language, literacy and learning. Why do poor and minority students under-perform in school? Do computer games help or hinder learning? What can new research in psychology teach our educational policy makers?

Handbook of Game-Based Learning

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Publisher : MIT Press
ISBN 13 : 0262356546
Total Pages : 601 pages
Book Rating : 4.41/5 ( download)

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Book Synopsis Handbook of Game-Based Learning by : Jan L. Plass

Download or read book Handbook of Game-Based Learning written by Jan L. Plass and published by MIT Press. This book was released on 2020-02-04 with total page 601 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Computer Games for Learning

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Publisher : MIT Press
ISBN 13 : 0262027577
Total Pages : 303 pages
Book Rating : 4.71/5 ( download)

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Book Synopsis Computer Games for Learning by : Richard E. Mayer

Download or read book Computer Games for Learning written by Richard E. Mayer and published by MIT Press. This book was released on 2014-07-11 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. 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.