Computer Games for Learning: An Evidence-Based Approach

Computer Games for Learning: An Evidence-Based Approach

Inga betyg ännu
Jul 11, 2014 · Engelska · Inbunden (304 sidor)
Lägg till på hyllan

Betygsätt denna bok


Exportera bokjournal

Bokdetaljer

Format Inbunden
Sidor 304
Språk Engelska
Publicerad Jul 11, 2014
Förlag MIT Press
Utgåva 1
ISBN-10 0262027577
ISBN-13 9780262027571

Beskrivning

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.

Genrer

Vetenskap & Teknik Hälsa & Välbefinnande

Liknande böcker

Lägg till på hyllan

Betygsätt denna bok


Exportera bokjournal