Description

Book Synopsis
A comprehensive introduction to the latest research and theory on learning and instruction with computer games.

This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce lea

Handbook of GameBased Learning The MIT Press

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    A Hardback by Jan L. Plass, Richard E. Mayer, Bruce D. Homer

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      View other formats and editions of Handbook of GameBased Learning The MIT Press by Jan L. Plass

      Publisher: MIT Press Ltd
      Publication Date: 04/02/2020
      ISBN13: 9780262043380, 978-0262043380
      ISBN10: 0262043386

      Description

      Book Synopsis
      A comprehensive introduction to the latest research and theory on learning and instruction with computer games.

      This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce lea

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