Computer Games and Instruction
eBook - PDF

Computer Games and Instruction

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

Computer Games and Instruction

About this book

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

Table of contents

  1. Cover
  2. Half-Title
  3. Computer Games and Instruction
  4. Library of Congress Cataloging-in-Publication Data
  5. Contents
  6. Preface
  7. Section I: Introduction to Computer Games
  8. Chapter 1: Introduction
  9. Chapter 2: Searching for the Fun in Learning: A Historical Perspective on the Evolution of Educational Video Games
  10. Chapter 3: Using Video Games as Educational Tools in Healthcare
  11. Chapter 4: After the Revolution: Game-Informed Training in the U.S. Military
  12. Chapter 5: Multi-User Games and Learning: A Review of the Research
  13. Section II: Review of the Literature and Reactions
  14. Chapter 6: Review of Research on Computer Games
  15. Chapter 7: Reflections on Empirical Evidence on Games and Learning
  16. Chapter 8: Developing a Research Agenda for Educational Games and Simulations
  17. Chapter 9: Comments on Research Comparing Games to Other Instructional Methods
  18. Section III: Computer Game Issues
  19. Chapter 10: Multimedia Learning and Games
  20. Chapter 11: Action Game Play as a Tool to Enhance Perception, Attention and Cognition
  21. Chapter 12: Developing an Electronic Game for Vocabulary Learning: A Case Study
  22. Chapter 13: Instructional Support in Games
  23. Chapter 14: Implications of Constructivism for the Design and Use of Serious Games
  24. Chapter 15: Implications of Game Use for Explicit Instruction
  25. Chapter 16: Cost Analysis in Asessing Games for Learning
  26. Chapter 17: Using Computer Games to Teach Adult Learners Problem Solving
  27. Chapter 18: Gender and Gaming
  28. Chapter 19: Computer Games and Opportunity to Learn: Implications for Teaching Students from Low Socioeconomic Backgrounds
  29. Section IV: Evaluation and Summing Up
  30. Chapter 20: Stealth Asessment in Computer-Based Games to Support Learning
  31. Chapter 21: Computer Games, Present and Future
  32. Author Identification