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Computer Games and Team and Individual Learning

Autor Harry O`neil, Ray S. Perez
en Limba Engleză Hardback – oct 2007
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.
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Specificații

ISBN-13: 9780080453439
ISBN-10: 0080453430
Pagini: 338
Dimensiuni: 165 x 240 x 737 mm
Greutate: 0.71 kg
Ediția:New.
Editura: Emerald Publishing

Public țintă

professionals in the gaming, simulation, assessment and evaluation, educational technology, and educational psychology communities

Cuprins

COMPUTER GAMES AND TEAM AND INDIVIDUAL LEARNING

Co-Editors

Harold F. O’Neil
University of Southern California/CRESSTRay S. Perez
Office of Naval Research

Title/AuthorsNo. of PagesStatusEditor
PREFACE5
CONTEXT
A CONCEPTUAL FRAMEWORK FOR THE EMPIRICAL STUDY OF GAMES
Robert D. Tennyson and Robert L. Jorczak, University of Minnesota34CompleteHON
A CONCEPTUAL FRAMEWORK FOR THE ASSESSMENT OF LEARNING IN GAMES
Eva L. Baker and Girlie C. Delacruz, UCLA/National Center for Research on Evaluation, Standards, and Student Testing30CompleteHON
A FORMATIVE EVALUATION OF THE TRAINING EFFECTIVENESS OF A COMPUTER GAME
Hsin-Hui (Claire) Chen and Harold F. O’Neil, University of Southern California/CRESST31CompleteRP
FOUNDATIONS FOR SOFTWARE SUPPORT OF INSTRUCTION IN GAME CONTEXTS
Allen Munro, USC Center for Cognitive Technology38CompleteHON
TEAM LEARNING
ELICITING AND EVALUATING TEAMWORK WITHIN A MULTI-PLAYER GAME-BASED TRAINING ENVIRONMENT
Talib S. Hussain, BBN Technologies
Shawn A. Weil, Tad T. Brunyé, and Jason Sidman, Aptima, Inc.
William Ferguson, BBN Technologies
Amy L. Alexander, Aptima, Inc.34CompleteHON
THE EFFECTIVENESS AND EFFICACY OF INTELLIGENT AGENTS AS TEAM TRAINING PARTNERS IN THE ACQUISITION OF COMPLEX SKILLS IN A GAMING ENVIRONMENT
Jonathan H. Whetzel, Sandia Laboratories
Winfred Arthur, Jr., and Richard A. Volz, Texas A&M University39CompleteHON
THE EFFECTS OF CHANGING RESOURCES ON GAME PERFORMANCE, SUBJECTIVE WORKLOAD, AND STRATEGIES
Adrienne Y. Lee and Aaron M. Perez, New Mexico State University33CompleteHON
UTILIZING MULTIPLAYER GAMES FOR TEAM TRAINING: SOME GUIDELINES
Michael T. Curtis, Michelle Harper-Sciarini, Deborah Diaz Granados, Eduardo Salas and Florian Jentsch, Department of Psychology and Institute for Simulation and Training, University of Central Florida35CompleteHON
INDIVIDUAL LEARNING
THE INFLUENCE OF TRAINEE GAMING EXPERIENCE ON AFFECTIVE AND MOTIVATIONAL LEARNER OUTCOMES OF VIDEOGAME-BASED TRAINING ENVIRONMENTS
Karin A. Orvis, George Mason University
Kara L. Orvis, Aptima, Inc.
James Belanich, U.S. Army Research Institute for the Behavioral and Social Sciences
Laura N. Mullin, The Catholic University of America36CompleteHON
ROLE OF WORKED EXAMPLES TO STIMULATE LEARNING IN A GAME
Chun-Yi D. Shen and Harold F. O’Neil, University of Southern California/CRESST39CompleteRP
TRAINING VISUAL ATTENTION WITH VIDEO GAMES: NOT ALL GAMES ARE CREATED EQUAL
Julie E. Cohen, C. Shawn Green, and Daphne Bavelier, University of Rochester42CompleteHON
THE ROLE OF VISUAL MAPS TO STIMULATE LEARNING IN A COMPUTER GAME
Richard Wainess and Harold F. O’Neil, University of Southern California/CRESST34CompleteRP
INQUIRY ON THE ROLE OF CONTEMPORARY CHESS SOFTWARE TO ENRICH HUMAN LEARNING AND COGNITION
William M. Bart, and Saahoon Hong, University of Minnesota
Tae Seob Shin, Michigan State University38CompleteRP
WOULD YOU LIKE TO PLAY A GAME? EXPERIENCE AND EXPECTATION IN GAME-BASED LEARNING ENVIRONMENTS
Jacquelyn Ford Morie, Rebecca Tortell, and Josh Williams, University of Southern California, The Institute for Creative Technologies32CompleteHON
SUMMARY
Ray Perez, Office of Naval Research
Harold F. O’Neil, University of Southern California/CRESST20To be CompletedHON
TOTAL MANUSCRIPT PAGES 515