It looks like you're offline.
Open Library logo
additional options menu

MARC Record from Library of Congress

Record ID marc_loc_2016/BooksAll.2016.part40.utf8:264429613:1434
Source Library of Congress
Download Link /show-records/marc_loc_2016/BooksAll.2016.part40.utf8:264429613:1434?format=raw

LEADER: 01434cam a2200289 i 4500
001 2013046632
003 DLC
005 20150721081549.0
008 131121s2014 mau b 001 0 eng
010 $a 2013046632
020 $a9780262027571 (hardcover : alk. paper)
040 $aDLC$beng$erda$cDLC
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 -- Evidence -- Examples of three genres of game research -- Value-added research: which features improve a game's effectiveness? -- Cognitive consequences research: what is learned from playing a game? / by Deanne Adams and Richard E. Mayer -- Media comparison research: are games more effective than -- Conventional media?
650 0 $aCognitive learning.
650 0 $aVisual learning.
650 0 $aComputer games$xPsychological aspects.