Learning by playing : video gaming in education / edited by Fran C. Blumberg.

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 ramificatio...

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Bibliographic Details
Other Authors: Blumberg, Fran (Editor)
Format: eBook
Language:English
Published: New York : Oxford University Press, [2014]
Subjects:
Online Access:Click for online access

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245 0 0 |a Learning by playing :  |b video gaming in education /  |c edited by Fran C. Blumberg. 
264 1 |a New York :  |b Oxford University Press,  |c [2014] 
264 4 |c ©2014 
300 |a 1 online resource (xi, 358 pages) :  |b illustrations (black and white) 
336 |a text  |b txt  |2 rdacontent 
336 |a still image  |b sti  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
504 |a Includes bibliographical references and index. 
520 8 |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. 
588 0 |a Print version record. 
505 0 |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. 
505 0 0 |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. 
650 0 |a Educational technology. 
650 0 |a Education  |x Effect of technological innovations on. 
650 0 |a Video games and children. 
650 7 |a Education  |x Effect of technological innovations on  |2 fast 
650 7 |a Educational technology  |2 fast 
650 7 |a Video games and children  |2 fast 
700 1 |a Blumberg, Fran,  |e editor. 
758 |i has work:  |a Learning by playing (Text)  |1 https://id.oclc.org/worldcat/entity/E39PCG6MR4b74PvkkktcBTg4tq  |4 https://id.oclc.org/worldcat/ontology/hasWork 
856 4 0 |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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994 |a 92  |b HCD