Learning by playing

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Learning by playing

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Learning by Playing Learning by Playing VIDEO GA MI NG I N E D U C ATIO N EDITED BY FRAN C. BLUMBERG 1 Oxford University Press is a department of the University of Oxford It furthers the University’s objective of excellence in research, scholarship, and education by publishing worldwide Oxfordâ•…New York Aucklandâ•… Cape Townâ•… Dar es Salaamâ•… Hong Kongâ•… Karachiâ•… Kuala Lumpurâ•…Madridâ•…Melbournê•…Mexico Cit•…Nairobiâ•… New Delhiâ•… Shanghaiâ•… Taipeiâ•… Torontô•… With offices in Argentinâ•…Austriâ•…Brazilâ•… Chilê•…Czech Republicâ•…Francê•…Greecê•… Guatemalâ•…Hungar•…Ital•…Japanâ•…Polandâ•…Portugalâ•…Singaporê•… South Koreâ•…Switzerlandâ•…Thailandâ•…Turke•…Ukrainê•…Vietnam Oxford is a registered trademark of Oxford University Press in the UK and certain other countries Published in the United States of America by Oxford University Press 198 Madison Avenue, New York, NY 10016 © Oxford University Press 2014 All rights reserved No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, without the prior permission in writing of Oxford University Press, or as expressly permitted by law, by license, or under terms agreed with the appropriate reproduction rights organization Inquiries concerning reproduction outside the scope of the above should be sent to the Rights Department, Oxford University Press, at the address above You must not circulate this work in any other form and you must impose this same condition on any acquirer Library of Congress Cataloging-in-Publication Data Learning by playing : frontiers of video gaming in education / edited by Fran C Blumberg â•… pages cm Includes bibliographical references and index ISBN 978–0–19–989664–6 1.╇ Educational technology.â•… 2.╇ Education—Effect of technological innovations on.â•… 3.╇ Video games and children.â•… I.╇ Blumberg, Fran C LB1028.3.L3775 2014 371.33—dc23 2013034455 9╇8╇7╇6╇5╇4╇3╇2╇1 Printed in the United States of America on acid-free paper Contents Contributorsâ•… ix Par t One â•… INTRODUCTION AND OVERVIEWâ•… Academic Lessons from Video Game Learningâ•… F r a n C   B lu m b e r g , D e bb y E   A l m o n t e , Yishai Barkhardori, and Andrew Leno Par t Two â•… THEORETICAL AND COGNITIVE PERSPECTIVES: HOW SHOULD WE THINK ABOUT LEARNING IN VIDEO GAMES?â•… Virtual to Real Life—Assessing Transfer of Learning from Video Gamesâ•… 15 Susan M. Barnett The Perceptual and Cognitive Effects of Action Video Game Experiencê•… 29 C Shawn Green Relations between Video Gaming and Children’s Executive Functionsâ•… 42 John R. Best Developing Scientific Thinking in the Context of Video Games: Where to Next?â•… 54 Corinne Zimmerman v viâ•…â•…C ontents ╇ Do Video Games Provide Motivation to Learn?â•… 69 A k a n e Z u s h o, Ja r e d S   A n t h o n y, N a o k o H a s h i m o t o, and Gerard Robertson ╇ What We Know About How Experts Attain Their Superior Performance: Implications for the Use of Video Games and Games Training in Schoolsâ•… 87 K A n d e r s E r i c s s o n , J o n g S u n g Yo o n , a n d W a lt e r R   B o o t ╇ Media Effects, Communication, and Complexity Science Insights on Game for Learningâ•… 104 John L. Sherry ╇ The General Learning Model: Unveiling the Teaching Potential of Video Gamesâ•… 121 Douglas A. Gentile, Christopher L Groves, and J. Ronald Gentile Par t Three â•… GAME DESIGN PERSPECTIVES: HOW SHOULD WE DESIGN EDUCATIONAL VIDEO GAMES?â•… 10 Toward a Playful and Usable Educationâ•… 145 Célia Hodent 11 Educational Video Games: Two Tools for Research and Developmentâ•… 159 M at t h e w   G ay d o s 12 Formative Research for Game Designâ•… 176 Ja m e s B a c h h u b e r 13 Transfer of Learning from Video Game Play to the Classroomâ•… 189 D e b r a A   L i e b e r m a n , E r i c a B i e ly, C h a n L T h a i , a n d S u s a n a P e i n a d o Par t Four â•… LEARNING IN PRACTICE: HOW SHOULD WE STUDY LEARNING IN VIDEO GAMES FOR TRANSFER TO ACADEMIC TASKS?â•… 14 Cross-Platform Learning: How Do Children Learn from Multiple Media?â•… 207 Shalom M. Fisch, Richard Lesh, Elizabeth Motoki, S a n d r a C r e s p o, a n d V i n c e n t   M e l f i C on t e n t s â•…â•…vii 15 Electronic Game Changers for the Obesity Crisisâ•… 220 S a n d r a L   C a lv e r t, B r a d l e y J   B o n d , a n d A m a n da E   S ta i a n o 16 Tug-of-War: Seeking Help while Playing an Educational Card Gamê•… 232 O s va l d o J i m é n e z , U g o c h i Ac h o l o n u , a n d D y l a n   A r e n a 17 Scientific Inquiry in Digital Gamesâ•… 246 Jodi Asbell-Clarke and Elizabeth Rowe 18 Computer Games and Education: A Multidimensional Relationshipâ•… 261 Keith Roe and Anne Dickmeis 19 Video Games, Motivation, and Learningâ•… 273 M i c h a e l A   E va n s , B r e t t D   J o n e s , a n d J e n n i f e r B i e d l e r 20 Video and Computer Games as Grounding Experiences for Learningâ•… 290 J o h n B   B l a c k , S a a d i a A   K h a n , a n d S h i h - C h i e h D o u g   H ua n g 21 Evaluating the Specificity of Effects of Video Game Trainingâ•… 302 K a s e y L   P o w e r s a n d Pat r i c i a J   B r o o k s Part Five â•…CONCLUSIONâ•… 22 Games in a Digital Age: Supporting a New Ecology of Learningâ•… M i c h a e l H   L e v i n e , L o r i Ta k e u c h i , a n d S a r a h E   Va a l a Indexâ•… 347 333 358â•…â•…I ndex Valve, 166 Vandenberg, S G., 24, 25 Van den Bulck, J., 263 VanLehn, K., 20 VanRees, K., 262 Vasta, R., 18 Vea, T., 297 Verboord, M., 262 Vermunt, J., 262 Video games see educational games Violent content/negative behaviors relationships, 105, 132–34 Vorderer, P., 109 Vygotsky, L., 151, 248 Wainess, R., 290 Wang, C K., 79 Wang, M T., 70 Waters, J., 316, 324 Watson, J B., 123 Wentzel, K R., 75 Wertsch, J V., 161 West, G L., 31 Whitlock, L A., 324 Wigand, R T., 108 Wigfield, A., 73 Wii, 47–49, 227, 313–14t, 316–17, 316–18t, 319–22, 324 Wii bowling, 228 WiiFit, 222, 311t, 312 WiiSports, 227, 311t, 312 Wolford, J., 305 Woodworth, R S., 15, 134 World of Warcraft, 170, 233, 249, 251, 306, 310t World Without Oil, 251 Yee, N., 78, 80 Young, M F., 56 Yu-Gi-Oh!, 236 Zaxxon, 306, 307t 0h Game Jam, 168 Zimmerman, B J., 71 Zimmerman, E., 148, 170 Zinni, M., 34 Zone of proximal development, 151–52, 248 ... Learning by Playing Learning by Playing VIDEO GA MI NG I N E D U C ATIO N EDITED BY FRAN C. BLUMBERG 1 Oxford University Press is a department... improve learning among all students 8â•…â• Learning by Playing Authors’ Note We extend our thanks to John Randall for his support and insight throughout the Academic Lessons from Video Game Learning:  Screen2Screen... that frequent action game play may 6â•…â• Learning by Playing facilitate neural plasticity and the enhancement of cognitive skills that help prepare us for learning to learn” (see Bavelier, Green,

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Mục lục

  • Part One INTRODUCTION AND OVERVIEW

    • 1 Academic Lessons from Video Game Learning

    • Part Two THEORETICAL AND COGNITIVE PERSPECTIVES: HOW SHOULD WE THINK ABOUT LEARNING IN VIDEO GAMES?

      • 2 Virtual to Real Life—Assessing Transfer of Learning from Video Games

      • 3 The Perceptual and Cognitive Effects of Action Video Game Experience

      • 4 Relations between Video Gaming and Children’s Executive Functions

      • 5 Developing Scientific Thinking in the Context of Video Games: Where to Next?

      • 6 Do Video Games Provide Motivation to Learn?

      • 7 What We Know About How Experts Attain Their Superior Performance: Implications for the Use of Video Games and Game Training in Schools

      • 8 Media Effects, Communication, and Complexity Science Insights on Games for Learning

      • 9 The General Learning Model: Unveiling the Teaching Potential of Video Games

      • Part Three GAME DESIGN PERSPECTIVES: HOW SHOULD WE DESIGN EDUCATIONAL VIDEO GAMES?

        • 10 Toward a Playful and Usable Education

        • 11 Educational Video Games: Two Tools for Research and Development

        • 12 Formative Research for Game Design

        • 13 Transfer of Learning from Video Game Play to the Classroom

        • Part Four LEARNING IN PRACTICE: HOW SHOULD WE STUDY LEARNING IN VIDEO GAMES FOR TRANSFER TO ACADEMIC TASKS?

          • 14 Cross-Platform Learning: How Do Children Learn from Multiple Media?

          • 15 Electronic Game Changers for the Obesity Crisis

          • 16 Tug-of-War: Seeking Help while Playing an Educational Card Game

          • 17 Scientific Inquiry in Digital Games

          • 18 Computer Games and Education: A Multidimensional Relationship

          • 19 Video Games, Motivation, and Learning

          • 20 Video and Computer Games as Grounding Experiences for Learning

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