Textbook
The chapters in this book argue that good games teach through well-designed problem-solving experiences.
Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people.
Argues that video games go beyond entertainment and examines the principles that make these games valuable tools of learning and literacy.
Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers.
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.
This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives.
... 132, 227 Hanson, A. R., 72 Harman, H. H., 199, 203 Harp, S. F., 71 Hattie,J., 67, 77, 99, 147, 184 Hayes, R. T., ... A. J., 104 Lee, C., 150, 150t Lee, G., 156t, 158 Lee, H., 156t, 157 Lee, J., 21 Leinhardt, G., 234 Lepper, M. R., ...
... 224 Taylor, Abigail, 44–6, 49–54, 58–61 Taylor, Madeleine, 74–6 tech-adoption rate, 92 Terror Aboard the Speedwell, The (game), 211 Test My Brain, 158 Testmybrain.org, 157–8, 160 text adventure games, 12 third-person shooter games, ...
The chapters in this book argue that good games teach through well-designed problem-solving experiences.
1992 Edition with an Introduction by James D. McCawley. Chicago, IL: University of Chicago Press. Otto Jespersen (1933). Essentials of English Grammar. New York: George Allen & Unwin.