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140220s2014 nyua fob 001 0 eng d |
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|z 2013034455
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|a QCL
|b eng
|e rda
|e pn
|c QCL
|d OCLCO
|d OCLCF
|d OCLCQ
|d STBDS
|d OTZ
|d INT
|d OCLCQ
|d K6U
|d OCLCO
|d OCLCQ
|d INARC
|d OCLCQ
|d OCLCO
|d OCLCL
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|a 1393056397
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|a 9780190256142
|q (ebook)
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|a 0190256141
|q (ebook)
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|z 9780199896646
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|z 019989664X
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|a (OCoLC)911195150
|z (OCoLC)1393056397
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|a LB1028.3
|b .L3775 2014
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|a HCDD
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|a Learning by playing :
|b video gaming in education /
|c edited by Fran C. Blumberg.
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|a New York :
|b Oxford University Press,
|c [2014]
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|c ©2014
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|a 1 online resource (xi, 358 pages) :
|b illustrations (black and white)
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|a text
|b txt
|2 rdacontent
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|a still image
|b sti
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Includes bibliographical references and index.
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|a 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. In this book a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning.
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|a Print version record.
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|a Part one: Introduction and overview. Academic lessons from video game learning / Fran C. Blumberg, Debby E. Almonte, Yishai Barkhardori, and Andrew Leno -- Part two: Theoretical and cognitive perspectives: how should we think about learning in video games? Virtual to real life -- assessing transfer of learning from video games / Susan M. Barnett -- The perceptual and cognitive effects of action video game experience / C. Shawn Green -- Relations between video gaming and children's executive functions / John R. Best -- Developing scientific thinking in the context of video games: where to next? / Corinne Zimmerman -- Do video games provide motivation to learn? / Akane Zusho, Jared S. Anthony, Naoko Hashimoto, and Gerard Robertson -- What we know about how experts attain their superior performance: implications for the use of video games and games training in schools / K. Anders Ericsson, Jong Sung Yoon, and Walter R. Boot -- Media effects, communication, and complexity science insights on game for learning / John L. Sherry -- The general learning model: unveiling the teaching potential of video games / Douglas A. Gentile, Christopher L. Groves, and J. Ronald Gentile -- Part three: Game design perspectives: how should we design educational video games? Toward a playful and usable education / Celia Hodent -- Educational video games: two tools for research and development / Matthew Gaydos -- Formative research for game design / James Bachhuber -- Transfer of learning from video game play to the classroom / Debra A. Lieberman, Erica Biely, Chan L. Thai, and Susana Peinado -- Part four: Learning the practice: how should we study learning in video games for transfer to academic tasks? Cross-platform learning: how do children learn from multiple media? / Shalom M. Fisch, Richard Lesh, Elizabeth Motoki, Sandra Crespo, and Vincent Melfi -- Electronic game changers for the obesity crisis / Sandra L. Calvert, Bradley J. Bond, and Amanda E. Staiano -- Tug-of-war: seeking help while playing an educational card game / Osvaldo Jimenez, Ugochi Acholonu, and Dylan Arena -- Scientific inquiry in digital games / Jodi Asbell-Clarke and Elizabeth Rowe -- Computer games and education: a multidimensional relationship / Keith Roe and Anne Dickmeis -- Video games, motivation, and learning / Michael A. Evans, Brett D. Jones, and Jennifer Biedler -- Video and computer games as grounding experiences for learning / John B. Black, Saadia A. Khan, and Shih-Chieh Doug Huang -- Evaluating the specificity of effects of video game training / Kasey L. Powers and Patricia J. Brooks -- Part five: Conclusion. Games in a digital age: supporting a new ecology of learning / Michael H. Levine, Lori Takeuchi, and Sarah E. Vaala.
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|t Part one. Introduction and overview --
|t Part two. Theoretical and cognitive perspectives: how should we think about learning in video games? --
|t Part three. Game design perspectives: how should we design educational video games? --
|t Part four. Learning in practice: how should we study learning in video games for transfer to academic tasks? --
|t Part five. Conclusion --
|t index.
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650 |
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|a Educational technology.
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|a Education
|x Effect of technological innovations on.
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|a Video games and children.
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|a Education
|x Effect of technological innovations on
|2 fast
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|a Educational technology
|2 fast
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|a Video games and children
|2 fast
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|a Blumberg, Fran,
|e editor.
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|i has work:
|a Learning by playing (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCG6MR4b74PvkkktcBTg4tq
|4 https://id.oclc.org/worldcat/ontology/hasWork
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|u https://holycross.idm.oclc.org/login?auth=cas&url=https://academic.oup.com/book/1862
|y Click for online access
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|a OUP-SOEBA
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|a 92
|b HCD
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