Learning by Playing: Video Gaming in Education by Fran C. BlumbergLearning by Playing: Video Gaming in Education by Fran C. Blumberg

Learning by Playing: Video Gaming in Education

EditorFran C. Blumberg

Hardcover | April 21, 2014

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There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitivepsychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and contentknowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of gamesand the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularlyusing those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.
Fran Blumberg is Associate Professor of Psychological and Educational Services at Fordham University.
Title:Learning by Playing: Video Gaming in EducationFormat:HardcoverDimensions:456 pages, 9.25 × 6.12 × 0.98 inPublished:April 21, 2014Publisher:Oxford University PressLanguage:English

The following ISBNs are associated with this title:

ISBN - 10:019989664X

ISBN - 13:9780199896646


Table of Contents

Part I. Introduction and Overview1. Fran C. Blumberg, Debby Almonte, Yishai Barkhardori, and Andrew Leno: Academic Lessons from Video Game LearningPart II. Theoretical and Cognitive Perspectives: How Should We Think About Learning in Video Games?2. Susan M. Barnett: Virtual to Real Life: Assessing Transfer of Learning from Video Games3. C. Shawn Green: The Perceptual and Cognitive Effects of Action Video Game Experience4. John R. Best: Relations between Video Gaming and Children's Executive Functioning5. Corinne Zimmerman: Developing Scientific Thinking in the Context of Video Games: Where to Next?6. Akane Zusho, Jared S. Anthony, Naoko Hashimoto, and Gerard Robertson: Do Video Games Provide Motivation to Learn?7. K. Anders Ericsson, Jong Sung Yoon, and Walter R. Boot: What We Know About How Experts Attain Their Superior Performance: Implications for the Use of Video Games and Game Training in Schools8. John L. Sherry: Media Effects, Communication, and Complexity Science Insights on Game Learning9. Douglas A. Gentile, Chris Groves, and J. Ronald Gentile: The General Learning Model: Unveiling the Teaching Potential of Video GamesPart III. Game Design Perspectives: How Should We Design Educational Video Games?10. Celia Hodent: Toward a Playful and Usable Education11. Matthew Gaydos: Educational Video Games: Two Tools for Research and Development12. James Bachhuber: Formative Research for Game Design13. Debra A. Lieberman, Erica Biely, Chan L.Thai, and Susana Peinado: Transfer of Learning from Video Game Play to the ClassroomPart IV. Learning in practice: How Should We Study Learning in Video Games For Transfer To Academic Tasks?14. Shalom M. Fisch, Richard Lesh, Elizabeth Motoki, Sandra Crespo, and Vincent Melfi: Cross-Platform Learning: How Do Children Learn from Multiple Media?15. Sandra L. Calvert, Bradley J. Bond, and Amanda E. Staiano: Electronic Game Changers for the Obesity Crisis16. Osvaldo Jiminez, Ugochi Acholonu, and Dylan Arena: Tug-of-War: Seeking Help while Playing an Educational Card Game17. Jodi Asbell-Clarke and Elizabeth Rowe: Scientific Inquiry in Digital Games18. Keith Roe and Anne Dickmeis: Computer Games and Education: A Multi-Dimensional Relationship19. Michael A. Evans, Brett D. Jones, and Jennifer Biedler: Video Games, Motivation, and Learning20. John B. Black, Saadia A. Khan, Shih-Chieh Doug Huang: 21. Kasey L. Powers and Patricia J. Brooks: Evaluating the Specificity of Effects of Video-game TrainingPart V. Conclusion22. Michael E. Levine, Lori Takeuchi, and Sarah E. Vaala: Games in a Digital Age: Supporting a New Ecology of Learning