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

Contributor Blumberg, Fran.

Imprint:Oxford ; New York : Oxford University Press, [2014]

Descriptionxi, 358 pages ; 24 cm

Note: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 / Clia 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. VaalaPart one. Introduction and overview -- Part two. Theoretical and cognitive perspectives: how should we think about learning in video games? -- Part three. Game design perspectives: how should we design educational video games? -- Part four. Learning in practice: how should we study learning in video games for transfer to academic tasks? -- Part five. Conclusion -- index.

Bibliography Note:Includes bibliographical references and index.



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Contributor
Blumberg, Fran.
Subject:
Video games in education.
Educational technology.
Education -- Effect of technological innovations on.
Video games and children.