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Learning by playing : frontiers of video gaming in education / edited by Fran C. Blumberg.

Contributor(s): Material type: TextTextPublisher: Oxford, [England] ; New York, New York : Oxford University Press, 2014Copyright date: ©2014Description: 1 online resource (386 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9780199896653 (e-book)
Subject(s): Genre/Form: Additional physical formats: Print version:: Learning by playing : frontiers of video gaming in education.DDC classification:
  • 371.33 23
LOC classification:
  • LB1028.3 .L3775 2014
Online resources:
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Holdings
Item type Current library Call number Status Date due Barcode Item holds
Ebrary Online Books Ebrary Online Books Colombo Available CBEBK20001891
Ebrary Online Books Ebrary Online Books Jaffna Available JFEBK20001891
Ebrary Online Books Ebrary Online Books Kandy Available KDEBK20001891
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Enhanced descriptions from Syndetics:

There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.

Includes bibliographical references and index.

Description based on print version record.

Electronic reproduction. Ann Arbor, MI : ProQuest, 2015. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries.

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