Computer Games for Learning

Computer Games for Learning
Author: Richard E. Mayer
Publisher: MIT Press
Total Pages: 303
Release: 2014-07-11
Genre: Education
ISBN: 0262027577


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A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

Games for Learning

Games for Learning
Author: Peggy Kaye
Publisher: Macmillan
Total Pages: 274
Release: 1991-08
Genre: Education
ISBN: 9780374522865


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A guide of educational games for parents covering all areas of the school curriculum.

Resonant Games

Resonant Games
Author: Eric Klopfer
Publisher: MIT Press
Total Pages: 267
Release: 2018-07-17
Genre: Games & Activities
ISBN: 0262037807


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Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.

New Traditional Games for Learning

New Traditional Games for Learning
Author: Alex Moseley
Publisher: Routledge
Total Pages: 228
Release: 2013-09-05
Genre: Education
ISBN: 1135072388


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A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively – involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples. An editors’ introduction pulls the collection together, identifying shared themes and drawing on the editors’ own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.

The Everything Kids' Learning Activities Book

The Everything Kids' Learning Activities Book
Author: Amanda Morin
Publisher: Simon and Schuster
Total Pages: 328
Release: 2013-07-18
Genre: Family & Relationships
ISBN: 1440565325


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Who says learning can't be fun? Using the word "educational" can be the quickest way to lose a child's interest. But the games, projects, and experiments in The Everything Kids' Learning Activities Book are so much fun, your kids won't even know they're learning! Not only will your kids be entertained and have fun, they'll learn skills in the key areas of reading, writing, math, science, and social studies. With 145 indoor and outdoor activities including: Comic strip sequencing Round robin storytelling Lollipop patterns The 25-cent pyramid Cookie fractions Balloon terrarium These activities are geared for kids aged 5–12, making this a go-to resource for years to come. And most activities use materials that are in your house! This easy-to-use guide is full of creative ideas and expert advice to help you be your kids' best learning partner.

Video Games and Learning

Video Games and Learning
Author: Kurt Squire
Publisher: Teachers College Press
Total Pages: 0
Release: 2011-07-09
Genre: Education
ISBN: 9780807751985


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Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.

New Ways in Teaching with Games

New Ways in Teaching with Games
Author: Ulugbek Nurmukhamedov
Publisher:
Total Pages: 254
Release: 2020-02-21
Genre:
ISBN: 9781945351747


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For young learners to adults, New Ways in Teaching with Games offers over 90 fresh activities ? each with video instruction ? that involve play and games that will enrich your EFL and ESL classrooms. This innovative volumeIntroduces traditional, online, and commercial games and explainshow they can be used to practice language; Illustrates games that can reinforce language across the four skill areas, and encourage both culturally and pragmaticallyappropriate language productions; and Enriches language classrooms with a variety of innovative, leaner-friendly games that are seamlessly tied to language practice. Using gamification for your ESL classroom turns repetitive exercises into meaningful and fun activities! The activities are broken down by topic including: Traditional Pencil and Paper Games; Dice Games; Board Games; Card Games; Technology-Mediated Games: Online, Apps, and More; Miscellaneous Games. Video instructions included for each activity!

Learning Games

Learning Games
Author: Jackie Silberg
Publisher: Gryphon House, Inc.
Total Pages: 252
Release: 2006
Genre: Education
ISBN: 9780876590072


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How do children learn about the world around them? They touch, taste, see, smell and hear it, of course With over 200 activities, "Learning Games" will delight children as they expand their learning by engaging all of their senses. The chapters are organized by each of the five senses, with a bonus chapter of multi-sensory activities. The games and activities are designed to help children identify and use their senses-essential tools for understanding the world. Games Include: Partner Listening Paper Plate Shakers I've Got a Rhythm Dolphin Talk Listening to Paper The Binocular Game Color My World Glowing Mobile Walking Through Africa Magnify Your Life No Hands Fingerpaint with Textures Nose, Nose Smelly Walk Tongue Bumps Sweet or Sour Tasting in Space Let's Taste Red Taste Picture Book Body Part Senses Senses for the Hand

Computer Games for Learning

Computer Games for Learning
Author: Richard E. Mayer
Publisher: MIT Press
Total Pages: 303
Release: 2014-07-18
Genre: Education
ISBN: 0262324512


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A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

Early Learning Center Games, Grades PK - 1

Early Learning Center Games, Grades PK - 1
Author: Marilee Whiting Woodfield
Publisher: Key Education Publishing
Total Pages: 160
Release: 2010-05-18
Genre: Juvenile Nonfiction
ISBN: 1602688974


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Encourage a love of learning in students in grades PK–1 using Early Learning Center Games! In this 160-page book, file-folder activities and board games develop small-motor skills, enhance cognitive skills, and build color-, number-, letter-, and shape-recognition abilities. The book also includes a skills matrix that makes choosing games that meet instructional needs easy.