Computer Games for Learning: An Evidence-Based Approach

Computer Games for Learning: An Evidence-Based Approach

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Jul 11, 2014 · Anglais · Relié (304 pages)
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Détails du livre

Format Relié
Pages 304
Langue Anglais
Publié Jul 11, 2014
Éditeur MIT Press
Édition 1
ISBN-10 0262027577
ISBN-13 9780262027571

Description

Richard E. Mayer delves into the evolving landscape of educational technology, particularly focusing on computer games as tools for learning. He presents a thorough examination of the claims surrounding the effectiveness of these digital experiences in educational contexts. By drawing on extensive research and empirical evidence, Mayer seeks to separate hyperbole from genuine educational benefit, providing readers with a clearer understanding of what computer games can truly offer in terms of learning outcomes.

The book offers a nuanced perspective, highlighting various methodologies and frameworks that frame the interaction between gaming and education. Mayer discusses how certain designs and approaches can enhance engagement and retention, ultimately leading to improved educational results. He addresses both the potential benefits and limitations of integrating games in academic settings, making a compelling case for evidence-based practices.

Throughout, Mayer encourages educators, researchers, and policymakers to critically evaluate the incorporation of gaming in learning environments. His insights pave the way for a more informed implementation of technology in education, aiming to harness its potential while remaining grounded in empirical reality.

Genres

Science & Technologie Santé et Bien-être

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