Richard E. Mayer – författare
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A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning.
Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games.
Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media.
After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.
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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 learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology.
ContributorsRoger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan
662 kr
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How to Be a Successful Student is a clear, concise, evidence-based guide to the habits that are scientifically proven to help people learn. Acclaimed educational psychologist Richard Mayer distils cutting edge research to focus on the 20 best study habits for college students, including habits for motivating yourself to learn, managing your learning environment, and effectively applying learning strategies. This accessible, practical book covers all three areas with evidence-based, approachable suggestions to help you become a successful student by developing effective study habits and rejecting ineffective ones.
662 kr
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How to Be a Successful Student is a clear, concise, evidence-based guide to the habits that are scientifically proven to help people learn. Acclaimed educational psychologist Richard Mayer distils cutting edge research to focus on the 20 best study habits for college students, including habits for motivating yourself to learn, managing your learning environment, and effectively applying learning strategies. This accessible, practical book covers all three areas with evidence-based, approachable suggestions to help you become a successful student by developing effective study habits and rejecting ineffective ones.
2 115 kr
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564 kr
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465 kr
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564 kr
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1 113 kr
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793 kr
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Scenario-Based e-Learning
Scenario-Based e-Learning offers a new instructional design approach that can accelerate expertise, build critical thinking skills, and promote transfer of learning. This book focuses on the what, when, and how of scenario-based e-learning for workforce learning. Throughout the book, Clark defines and demystifies scenario-based e-learning by offering a practical design model illustrated with examples from veterinary science, automotive troubleshooting, sales and loan analysis among other industries. Filled with helpful guidelines and a wealth of illustrative screen shots, this book offers you the information needed to:
Identify the benefits of a SBeL design for learners and learning outcomes Determine when SBeL might be appropriate for your needs Identify specific outcomes of SBeL relevant to common organizational goals Classify specific instructional goals into one or more learning domains Apply a design model to present content in a task-centered context Evaluate outcomes from SBeL lessons Identify tacit expert knowledge using cognitive task analysis techniques Make a business case for SBeL in your organizationPraise for Scenario-Based e-Learning
"Clark has done it againwith her uncanny ability to make complex ideas accessible to practitioners, the guidelines in this book provide an important resource for you to build your own online, problem-centered instructional strategies."
M. David Merrill, professor emeritus at Utah State University; author, First Principles of Instruction
"Clark''s wonderful book provides a solid explanation of the how, what, and why of scenario-based e-learning. The tools, techniques, and resources in this book provide a roadmap for creating engaging, informative scenarios that lead to tangible, measurable learning outcomes. If you want to design more engaging e-learning, you need to read this book."
Karl M. Kapp, Professor of Instructional Technology, Bloomsburg University; author, The Gamification of Learning and Instruction
891 kr
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Scenario-Based e-Learning
Scenario-Based e-Learning offers a new instructional design approach that can accelerate expertise, build critical thinking skills, and promote transfer of learning. This book focuses on the what, when, and how of scenario-based e-learning for workforce learning. Throughout the book, Clark defines and demystifies scenario-based e-learning by offering a practical design model illustrated with examples from veterinary science, automotive troubleshooting, sales and loan analysis among other industries. Filled with helpful guidelines and a wealth of illustrative screen shots, this book offers you the information needed to:
Identify the benefits of a SBeL design for learners and learning outcomes Determine when SBeL might be appropriate for your needs Identify specific outcomes of SBeL relevant to common organizational goals Classify specific instructional goals into one or more learning domains Apply a design model to present content in a task-centered context Evaluate outcomes from SBeL lessons Identify tacit expert knowledge using cognitive task analysis techniques Make a business case for SBeL in your organizationPraise for Scenario-Based e-Learning
"Clark has done it againwith her uncanny ability to make complex ideas accessible to practitioners, the guidelines in this book provide an important resource for you to build your own online, problem-centered instructional strategies."
M. David Merrill, professor emeritus at Utah State University; author, First Principles of Instruction
"Clark''s wonderful book provides a solid explanation of the how, what, and why of scenario-based e-learning. The tools, techniques, and resources in this book provide a roadmap for creating engaging, informative scenarios that lead to tangible, measurable learning outcomes. If you want to design more engaging e-learning, you need to read this book."
Karl M. Kapp, Professor of Instructional Technology, Bloomsburg University; author, The Gamification of Learning and Instruction
788 kr
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The influx of computer technology into classrooms during the past decade raises the questions -- how can we teach children to use computers productively and what effect will learning to program computers have on them? During this same period, researchers have investigated novice learning of computer programming. Teaching and Learning Computer Programming unites papers and perspectives by respected researchers of teaching and learning computer science while it summarizes and integrates major theoretical and empirical contributions. It gives a current and concise account of how instructional techniques affect student learning and how learning of programming affects students'' cognitive skills. This collection is an ideal supplementary text for students and a valuable reference for professionals and researchers of education, technology and psychology, computer science, communication, developmental psychology, and industrial organization.
788 kr
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The influx of computer technology into classrooms during the past decade raises the questions -- how can we teach children to use computers productively and what effect will learning to program computers have on them? During this same period, researchers have investigated novice learning of computer programming. Teaching and Learning Computer Programming unites papers and perspectives by respected researchers of teaching and learning computer science while it summarizes and integrates major theoretical and empirical contributions. It gives a current and concise account of how instructional techniques affect student learning and how learning of programming affects students'' cognitive skills. This collection is an ideal supplementary text for students and a valuable reference for professionals and researchers of education, technology and psychology, computer science, communication, developmental psychology, and industrial organization.
2 183 kr
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578 kr
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