001412388 000__ 03493cam\a2200517Ki\4500 001412388 001__ 1412388 001412388 003__ MaCbMITP 001412388 005__ 20240325105222.0 001412388 006__ m\\\\\o\\d\\\\\\\\ 001412388 007__ cr\cn\nnnunnun 001412388 008__ 141030s2014\\\\mau\\\\\ob\\\\001\0\eng\d 001412388 020__ $$a0262324504$$q(electronic bk.) 001412388 020__ $$a9780262324502$$q(electronic bk.) 001412388 020__ $$a9780262324519 001412388 020__ $$a0262324512 001412388 020__ $$z9780262027571 001412388 020__ $$z0262027577 001412388 0243_ $$a9780262324502 001412388 035__ $$a(OCoLC)894047458$$z(OCoLC)891151568$$z(OCoLC)900196012$$z(OCoLC)990397330 001412388 035__ $$a(OCoLC-P)894047458 001412388 040__ $$aOCoLC-P$$beng$$erda$$epn$$cOCoLC-P 001412388 050_4 $$aLB1062$$b.M385 2014eb 001412388 08204 $$a371.33/7$$223 001412388 1001_ $$aMayer, Richard E.,$$d1947-$$eauthor. 001412388 24510 $$aComputer games for learning :$$ban evidence-based approach /$$cRichard E. Mayer. 001412388 264_1 $$aCambridge, Massachusetts :$$bThe MIT Press,$$c[2014] 001412388 300__ $$a1 online resource (xvii, 281 pages) 001412388 336__ $$atext$$btxt$$2rdacontent 001412388 337__ $$acomputer$$bc$$2rdamedia 001412388 338__ $$aonline resource$$bcr$$2rdacarrier 001412388 506__ $$aAccess limited to authorized users. 001412388 5208_ $$aMany 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. 001412388 588__ $$aOCLC-licensed vendor bibliographic record. 001412388 650_0 $$aCognitive learning. 001412388 650_0 $$aVisual learning. 001412388 650_0 $$aComputer games$$xPsychological aspects. 001412388 653__ $$aCOGNITIVE SCIENCES/General 001412388 653__ $$aEDUCATION/General 001412388 653__ $$aCOGNITIVE SCIENCES/Psychology/Cognitive Psychology 001412388 655_0 $$aElectronic books 001412388 852__ $$bebk 001412388 85640 $$3MIT Press$$uhttps://univsouthin.idm.oclc.org/login?url=https://doi.org/10.7551/mitpress/9427.001.0001?locatt=mode:legacy$$zOnline Access through The MIT Press Direct 001412388 85642 $$3OCLC metadata license agreement$$uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf 001412388 909CO $$ooai:library.usi.edu:1412388$$pGLOBAL_SET 001412388 980__ $$aBIB 001412388 980__ $$aEBOOK 001412388 982__ $$aEbook 001412388 983__ $$aOnline