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.
General
Imprint: |
Elsevier Science Ltd
|
Country of origin: |
United Kingdom |
Release date: |
October 2007 |
First published: |
2007 |
Editors: |
Harry Oneil
• Ray S. Perez
|
Dimensions: |
240 x 165 x 29mm (L x W x T) |
Format: |
Hardcover
|
Pages: |
338 |
Edition: |
New |
ISBN-13: |
978-0-08-045343-9 |
Categories: |
Books >
Social sciences >
Education >
General
|
LSN: |
0-08-045343-0 |
Barcode: |
9780080453439 |
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