Computer Games for Learning

Computer Games for Learning
Author :
Publisher : MIT Press
Total Pages : 303
Release :
ISBN-10 : 9780262324519
ISBN-13 : 0262324512
Rating : 4/5 (19 Downloads)

Synopsis Computer Games for Learning by : Richard E. Mayer

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.

Circuit Games

Circuit Games
Author :
Publisher :
Total Pages : 0
Release :
ISBN-10 : 1338159666
ISBN-13 : 9781338159660
Rating : 4/5 (66 Downloads)

Synopsis Circuit Games by : Editors of Klutz

Spark your interest in circuitry! Get ready to be amazed with this electrifying combination of five circuit games to build from scratch. Use actual electronic components to construct a DIY operation game, compete with friends in a Space Loop race, assemble a quiz show board, and more. A step-by-step book of instructions teaches you how to be a maker by adding wires, LEDs, and buzzers for super-charged fun. Includes: AA battery holders, Popsicle stick, 2 blue LEDs, 3 white LEDs, Paper clip, Craft wire, Coated wire, Copper brads, 2 buzzers, Paper craft game pieces, Metal tweezers

From Video Games to Real Life

From Video Games to Real Life
Author :
Publisher : Bloomsbury Publishing USA
Total Pages : 160
Release :
ISBN-10 : 9798216088035
ISBN-13 :
Rating : 4/5 (35 Downloads)

Synopsis From Video Games to Real Life by : Mary L. Gazdik

This guide shows youth librarians how to use the appeal of Minecraft—a game that many young learners are intensely passionate about—to create engaging library programs that encourage creativity and build STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning through library programs. Minecraft is more than "just a video game"; it's a powerful tool that librarians and other educators can use to engage students and spark legitimate learning experiences. This book shows you how to use Minecraft as a vehicle to promote learning and creativity, supplying specific, easy-to-replicate programs, ideas, and instructions for hands-on activities. By connecting the game to the maker movement and building off the game's popularity, you'll be able to use Minecraft to promote STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. The book ties Minecraft to maker activities, learning in the library, three-dimensional printing, literary activities, crafting, and more. The activities in this book will also enable you to help children ages 8–14 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.

Games of the North American Indians

Games of the North American Indians
Author :
Publisher : New York : AMS Press
Total Pages : 944
Release :
ISBN-10 : UIUC:30112003618581
ISBN-13 :
Rating : 4/5 (81 Downloads)

Synopsis Games of the North American Indians by : Stewart Culin

Simulations and Games for Emergency and Crisis Management

Simulations and Games for Emergency and Crisis Management
Author :
Publisher : Psychology Press
Total Pages : 260
Release :
ISBN-10 : 0749426101
ISBN-13 : 9780749426101
Rating : 4/5 (01 Downloads)

Synopsis Simulations and Games for Emergency and Crisis Management by : John Rolfe

First Published in 1998. Routledge is an imprint of Taylor & Francis, an informa company.

Hearings

Hearings
Author :
Publisher :
Total Pages : 1230
Release :
ISBN-10 : UOM:39015012950963
ISBN-13 :
Rating : 4/5 (63 Downloads)

Synopsis Hearings by : United States. Congress. House. Committee on Interstate and Foreign Commerce

Field-Programmable Logic and Applications: The Roadmap to Reconfigurable Computing

Field-Programmable Logic and Applications: The Roadmap to Reconfigurable Computing
Author :
Publisher : Springer
Total Pages : 872
Release :
ISBN-10 : 9783540446149
ISBN-13 : 3540446141
Rating : 4/5 (49 Downloads)

Synopsis Field-Programmable Logic and Applications: The Roadmap to Reconfigurable Computing by : Reiner W. Hartenstein

This book is the proceedings volume of the 10th International Conference on Field Programmable Logic and its Applications (FPL), held August 27 30, 2000 in Villach, Austria, which covered areas like reconfigurable logic (RL), reconfigurable computing (RC), and its applications, and all other aspects. Its subtitle "The Roadmap to Reconfigurable Computing" reminds us, that we are currently witnessing the runaway of a breakthrough. The annual FPL series is the eldest international conference in the world covering configware and all its aspects. It was founded 1991 at Oxford University (UK) and is 2 years older than its two most important competitors usually taking place at Monterey and Napa. FPL has been held at Oxford, Vienna, Prague, Darmstadt, London, Tallinn, and Glasgow (also see: http://www. fpl. uni kl. de/FPL/). The New Case for Reconfigurable Platforms: Converging Media. Indicated by palmtops, smart mobile phones, many other portables, and consumer electronics, media such as voice, sound, video, TV, wireless, cable, telephone, and Internet continue to converge. This creates new opportunities and even necessities for reconfigurable platform usage. The new converged media require high volume, flexible, multi purpose, multi standard, low power products adaptable to support evolving standards, emerging new standards, field upgrades, bug fixes, and, to meet the needs of a growing number of different kinds of services offered to zillions of individual subscribers preferring different media mixes.

Chess and Playing Cards

Chess and Playing Cards
Author :
Publisher :
Total Pages : 400
Release :
ISBN-10 : NLI:2955606-10
ISBN-13 :
Rating : 4/5 (10 Downloads)

Synopsis Chess and Playing Cards by : Stewart Culin

The Circuit

The Circuit
Author :
Publisher : UNM Press
Total Pages : 152
Release :
ISBN-10 : 0826317979
ISBN-13 : 9780826317971
Rating : 4/5 (79 Downloads)

Synopsis The Circuit by : Francisco Jiménez

A collection of stories about the life of a migrant family.