Computer Games for Learning: An Evidence-Based Approach (MIT by Richard E. Mayer

By Richard E. Mayer

Many powerful claims are made for the tutorial worth of computing device video games, yet there's a want for systematic exam of the examine proof that would aid such claims. This publication fills that want through delivering, a accomplished and updated research of what study indicates approximately studying with laptop video games. Computer video games for Learning describes 3 genres of video game learn: the value-added method, which compares the educational results of scholars who examine with a base model of a video game to these of scholars who research with the bottom model plus an extra characteristic; the cognitive results strategy, which compares studying results of scholars who play an off-the-shelf computing device video game for prolonged sessions to these of scholars who don't; and the media comparative strategy, which compares the educational results of scholars who study fabric by means of enjoying a online game to these of scholars who study a similar fabric utilizing traditional media. After introductory chapters that describe the reason and pursuits of studying online game study in addition to the relevance of cognitive technology to studying with video games, the ebook bargains examples of study in all 3 genres carried out by means of the writer and his colleagues on the college of California, Santa Barbara; meta-analyses of released study; and recommendations for destiny study within the box. The e-book is key interpreting for researchers and scholars of academic video games, tutorial designers, learning-game builders, and an individual who desires to comprehend what the examine has to claim concerning the academic effectiveness of machine games.

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