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MARC record from Internet Archive

LEADER: 01771cam 2200349 i 4500
001 9925202764301661
005 20141024072722.9
008 131121s2014 mau b 001 0 eng
010 $a 2013046632
020 $a9780262027571 (hardcover : alk. paper)
020 $a0262027577 (hardcover : alk. paper)
035 $a(OCoLC)864299569
035 $a40024793690
035 $a(OCoLC)ocn864299569
040 $aDLC$beng$erda$cDLC$dYDXCP$dBTCTA$dBDX$dCDX$dOCLCF$dGZI
042 $apcc
050 00 $aLB1062$b.M385 2014
082 00 $a371.33/7$223
100 1 $aMayer, Richard E.,$d1947-$eauthor.
245 10 $aComputer games for learning :$ban evidence-based approach /$cRichard E. Mayer.
264 1 $aCambridge, Massachusetts :$bThe MIT Press,$c[2014]
300 $axvii, 281 pages ;$c24 cm
336 $atext$2rdacontent
337 $aunmediated$2rdamedia
338 $avolume$2rdacarrier
504 $aIncludes bibliographical references and indexes.
505 0 $aIntroduction: taking an evidence-based approach to games for learning -- Method: conducting scientific research on games for learning -- Theory: applying cognitive science to games for learning -- Examples of three genres of game research -- Value-added approach: which features improve a game's effectiveness? -- Cognitive consequences approach: what is learned from playing a game? / Deanne M. Adams and Richard E. Mayer -- Media comparison approach: are games more effective than conventional media? -- The future of research on games for learning.
650 0 $aCognitive learning.
650 0 $aVisual learning.
650 0 $aComputer games$xPsychological aspects.
947 $cBOOK$fBOOK-SOE-K12$g35.00$hCIRCSTACKS$lNULS$n257415$o150713$p30.10$q1$r31786102997795
980 $a40024793690