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...
Documents research on the impact of computer games on the learning of adults. Computer games and learning are characterized from a series of different...
Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when using games and simulations for educational purposes. Using both theoretical and empirical analyses, this collection examines cognitive, motivational, and psychometric issues with a focus on STEM content. Unlike other research-based volumes that focus solely on game design or the theoretical basis behind gaming, this book unites previously disparate communities of researchers from civilian to military contexts as well as multiple disciplines to...
Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when usi...
Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when using games and simulations for educational purposes. Using both theoretical and empirical analyses, this collection examines cognitive, motivational, and psychometric issues with a focus on STEM content. Unlike other research-based volumes that focus solely on game design or the theoretical basis behind gaming, this book unites previously disparate communities of researchers from civilian to military contexts as well as multiple disciplines to...
Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when usi...
Harold F. O'Neil, Jr. Ray S. Perez Harold F. O'Neil
This volume identifies promising learning, teaching, and assessment strategies for the use and assessment of technology in educational settings, specifically: *educational context (e.g., organizational and structural factors that contribute to the effective use of technology in school settings); *promising learning and teaching strategies; *promising technology-based assessment procedures and methods; *policy implementation issues; and *a summary of current research on the effective use of technology in education. Chapter authors represent a variety of perspectives...
This volume identifies promising learning, teaching, and assessment strategies for the use and assessment of technology in educational settings, speci...