New PDF release: Computer Games for Learning: An Evidence-Based Approach (MIT

By Richard E. Mayer

Many powerful claims are made for the academic price of computing device video games, yet there's a want for systematic exam of the examine proof that would help such claims. This booklet fills that want through offering, a entire and updated research of what study exhibits 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 study with a base model of a online game to these of scholars who research with the bottom model plus an extra characteristic; the cognitive effects strategy, which compares studying results of scholars who play an off-the-shelf machine online game for prolonged classes to these of scholars who don't; and the media comparative technique, which compares the training results of scholars who research fabric by way of enjoying a video game to these of scholars who examine an analogous fabric utilizing traditional media. After introductory chapters that describe the reason and ambitions of studying online game learn in addition to the relevance of cognitive technological know-how to studying with video games, the publication bargains examples of study in all 3 genres performed by means of the writer and his colleagues on the collage of California, Santa Barbara; meta-analyses of released study; and proposals for destiny learn within the box. The booklet is key examining for researchers and scholars of academic video games, educational designers, learning-game builders, and a person who desires to understand what the examine has to assert concerning the academic effectiveness of machine games.

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

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