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COMPUTER GAMES AND TEAM AND INDIVIDUAL LEARNING

Aaron M. Perez, Adrienne Y. Lee, Allen Munro, Amy L. Alexander, C. Shawn Green, Chun-Yi Shen, Daphne Bavelier, Deborah DiazGranados, Eduardo Salas, Eva L. Baker, Florian Jentsch, Girlie C. Delacruz, Harold F. O'Neil, Hsin-Hui Claire Chen, Jacquelyn Ford Morie, James Belanich, Jason Sidman, Jonathan A. Whetzel, Josh Williams, Julia E. Cohen, Kara L. Orvis, Karin A. Orvis, Laura N. Mullin, Michael T. Curtis, Michelle Harper-Sciarini, Ray S. Perez, Rebecca Tortell, Richard A. Volz, Richard Wainess, Robert D. Tennyson, Robert L. Jorczak, Saahoon Hong, Shawn A. Weil, Tad T. Brunyé, Tae Seob Shin, Talib S. Hussain, William Ferguson, William M. Bart, Winfred Arthur Jr.



 

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.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Hardcover


9780080453439​

2007

338

 

TAGS


Publishers: #Elsevier (Elsevier)

Languages: #English

Format: #Hardcover

Accessibility: N/A

Year: #Year2007


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