The Design and Use of Simulation Computer Games in Education: Australasian Mathematics Education Research
Editat de Brett E. Shelton, David A. Wileyen Limba Engleză Hardback – 17 dec 2007
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Specificații
ISBN-13: 9789087901561
ISBN-10: 9087901569
Pagini: 316
Dimensiuni: 156 x 234 x 19 mm
Greutate: 0.62 kg
Editura: Sense Publishers
Locul publicării:Netherlands
ISBN-10: 9087901569
Pagini: 316
Dimensiuni: 156 x 234 x 19 mm
Greutate: 0.62 kg
Editura: Sense Publishers
Locul publicării:Netherlands
Descriere
Descriere de la o altă ediție sau format:
"A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come." - James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University
"Learning from serious games generates emotional discussions about the feasibility of games as effective learning devices. It is refreshing that the authors are committed to taking an empirical approach to the study of games and education—one of research and grounded theory, rather than advocacy. This volume in an important step in beginning to move beyond hype to a more firm foundation for the use of serious games." - M. David Merrill, Instructional Effectiveness Consultant, Visiting Professor, Florida State University
"This volume shows that serious inquiry into serious games is a real and valid pursuit. The book conveys that what we can gather about how people learn within computer-based games, and using games, contributes to how we go about designing new educational games, and using games in more formal learning environments. It offers a convergence of thoughts, perspectives, and ideals. . . that may not always agree, but lays all the cards on the table. It’s very useful to get all these perspectives in one place. The authors further substantiate that research into this emerging area is one of promise and one that yields important results—providing impact across industry and academia." - Clark Aldrich, Author of Simulations and the Future of Learning and Learning by Doing
"A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come." - James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University
"Learning from serious games generates emotional discussions about the feasibility of games as effective learning devices. It is refreshing that the authors are committed to taking an empirical approach to the study of games and education—one of research and grounded theory, rather than advocacy. This volume in an important step in beginning to move beyond hype to a more firm foundation for the use of serious games." - M. David Merrill, Instructional Effectiveness Consultant, Visiting Professor, Florida State University
"This volume shows that serious inquiry into serious games is a real and valid pursuit. The book conveys that what we can gather about how people learn within computer-based games, and using games, contributes to how we go about designing new educational games, and using games in more formal learning environments. It offers a convergence of thoughts, perspectives, and ideals. . . that may not always agree, but lays all the cards on the table. It’s very useful to get all these perspectives in one place. The authors further substantiate that research into this emerging area is one of promise and one that yields important results—providing impact across industry and academia." - Clark Aldrich, Author of Simulations and the Future of Learning and Learning by Doing