Computer Games and Instruction
eBook - PDF

Computer Games and Instruction

  1. 564 pages
  2. English
  3. PDF
  4. Available on iOS & Android
eBook - PDF

About this book

There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study.

In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students' reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.

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Information

Year
2011
Print ISBN
9781617354083
9781617354090
eBook ISBN
9781617354106

Table of contents

  1. Cover
  2. Computer Games and Instruction
  3. Computer Games and Instruction
  4. Copyright Page
  5. Dedication Page
  6. CONTENTS
  7. PREFACE
  8. I: INTRODUCTION TO COMPUTER GAMES
  9. 1: INTRODUCTION
  10. 2: SEARCHING FOR THE FUN IN LEARNING
  11. 3: USING VIDEO GAMES ASEDUCATIONAL TOOLSIN HEALTHCARE
  12. 4: AFTER THE REVOLUTION
  13. 5: MULTI-USER GAMESAND LEARNING
  14. II: REVIEW OF THE LITERATURE AND REACTIONS
  15. 6: REVIEW OF RESEARCH ON COMPUTER GAMES
  16. 7: REFLECTIONS ON EMPIRICAL EVIDENCE ON GAMESAND LEARNING
  17. 8: DEVELOPING A RESEARCH AGENDA FOR EDUCATIONAL GAMES AND SIMULATIONS
  18. 9: COMMENTS ON RESEARCH COMPARING GAMES TO OTHER INSTRUCTIONAL METHODS
  19. III: COMPUTER GAME ISSUES
  20. 10: MULTIMEDIA LEARNINGAND GAMES
  21. 11: ACTION GAME PLAY ASA TOOL TO ENHANCE PERCEPTION, ATTENTION AND COGNITION
  22. 12: DEVELOPING AN ELECTRONICGAME FOR VOCABULARY LEARNING
  23. 13: INSTRUCTIONAL SUPPORTIN GAMES
  24. 14: IMPLICATIONSOF CONSTRUCTIVISM FOR THE DESIGN AND USE OF SERIOUS GAMES
  25. 15: IMPLICATIONS OF GAME USE FOR EXPLICIT INSTRUCTION
  26. 16: COST ANALYSISIN ASSESSING GAMESFOR LEARNING
  27. 17: USING COMPUTER GAMESTO TEACH ADULT LEARNERSPROBLEM SOLVING
  28. 18: GENDER AND GAMING
  29. 19: COMPUTER GAMES ANDOPPORTUNITY TO LEARN
  30. IV: EVALUATION AND SUMMING UP
  31. 20: STEALTH ASSESSMENTIN COMPUTER-BASED GAMESTO SUPPORT LEARNING
  32. 21: COMPUTER GAMES, PRESENT AND FUTURE
  33. AUTHOR IDENTIFICATION

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Yes, you can access Computer Games and Instruction by Sigmund Tobias, J. D. Fletcher, Sigmund Tobias,J. D. Fletcher in PDF and/or ePUB format, as well as other popular books in Education & Education Technology. We have over one million books available in our catalogue for you to explore.