Computer Games and Team and Individual Learning

Harry ONeil

ISBN 10: 0080453430 ISBN 13: 9780080453439
Edité par Emerald Publishing Limited, 2007
Ancien(s) ou d'occasion Couverture rigide

Vendeur Better World Books, Mishawaka, IN, Etats-Unis Évaluation du vendeur 5 sur 5 étoiles Evaluation 5 étoiles, En savoir plus sur les évaluations des vendeurs

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A propos de cet article

Description :

Pages intact with minimal writing/highlighting. The binding may be loose and creased. Dust jackets/supplements are not included. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good. N° de réf. du vendeur 14601638-6

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Synopsis :

Documents research on the impact of computer games on the learning of adults. Computer games and learning are characterized from a series of different theoretical and empirical viewpoints. Both civilian sector and military applications are presented. While effectiveness of game environments to support learning can be documented in terms of intensity and longevity of engagement (participants voting with their time), as well as the commercial success of the games, there is much less solid empirical information about what instructional outcomes are systematically achieved by the playing of individual and multiplayer games. This book will address these issues. Designed for professionals in the gaming, simulation, assessment and evaluation, educational technology, and educational psychology communities, this book explores the state of the art in the use of computer game technology for teaching and measurement of learning in adults. Its unique focus is on the empirical impact, both qualitative and quantitative, of computer games on the learning of adults.

Présentation de l'éditeur: Documents research on the impact of computer games on the learning of adults. Computer games and learning are characterized from a series of different theoretical and empirical viewpoints. Both civilian sector and military applications are presented.

While effectiveness of game environments to support learning can be documented in terms of intensity and longevity of engagement (participants voting with their time), as well as the commercial success of the games, there is much less solid empirical information about what instructional outcomes are systematically achieved by the playing of individual and multiplayer games. This book will address these issues.

Designed for professionals in the gaming, simulation, assessment and evaluation, educational technology, and educational psychology communities, this book explores the state of the art in the use of computer game technology for teaching and measurement of learning in adults. Its unique focus is on the empirical impact, both qualitative and quantitative, of computer games on the learning of adults.

Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.

Détails bibliographiques

Titre : Computer Games and Team and Individual ...
Éditeur : Emerald Publishing Limited
Date d'édition : 2007
Reliure : Couverture rigide
Etat : Good
Edition : 1st Edition.

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