Documents research on the impact of computer games on the learning of adults. Computer games and learning are characterized from a series of different theoretical and empirical viewpoints. Both civilian sector and military applications are presented. While effectiveness of game environments to support learning can be documented in terms of intensity and longevity of engagement (participants voting with their time), as well as the commercial success of the games, there is much less solid empirical information about what instructional outcomes are systematically achieved by the playing of individual and multiplayer games. This book will address these issues.Designed for professionals in the gaming, simulation, assessment and evaluation, educational technology, and educational psychology communities, this book explores the state of the art in the use of computer game technology for teaching and measurement of learning in adults. Its unique focus is on the empirical impact, both qualitative and quantitative, of computer games on the learning of adults.
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Book Description EMERALD, 2016. Hardback. Book Condition: NEW. 9780080453439 This listing is a new book, a title currently in-print which we order directly and immediately from the publisher. Print on Demand title, produced to the highest standard, and there would be a delay in dispatch of around 15 working days. Bookseller Inventory # HTANDREE01046789
Book Description Emerald Group Publishing Limited, 2007. Hardcover. Book Condition: New. book. Bookseller Inventory # 0080453430
Book Description Emerald Group Pub Ltd, 2007. Hardcover. Book Condition: Brand New. 1st edition. 320 pages. 9.75x6.75x1.00 inches. In Stock. Bookseller Inventory # zk0080453430
Book Description Elsevier Science, 2007. Hardcover. Book Condition: New. 1. Bookseller Inventory # DADAX0080453430