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Educational Potential of Computer Games [Hardcover]

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  • Category: Books (Education)
  • Author:  Egenfeldt-Nielsen, Simon
  • Author:  Egenfeldt-Nielsen, Simon
  • ISBN-10:  0826497470
  • ISBN-10:  0826497470
  • ISBN-13:  9780826497475
  • ISBN-13:  9780826497475
  • Publisher:  Bloomsbury Academic
  • Publisher:  Bloomsbury Academic
  • Pages:  240
  • Pages:  240
  • Binding:  Hardcover
  • Binding:  Hardcover
  • Pub Date:  01-Mar-2007
  • Pub Date:  01-Mar-2007
  • SKU:  0826497470-11-MPOD
  • SKU:  0826497470-11-MPOD
  • Item ID: 100765136
  • Seller: ShopSpell
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  • Delivery by: Dec 29 to Dec 31
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There is increasing focus on the use of computer games across all ages. The trend is leading to educators, theorists and researchers, most especially those in the UK, US and Nordic countries, investigating how games can be effectively applied in everyday learning contexts. In this book, based on his PhD dissertation, Simon Egenfeldt-Nielsen aims to establish a new framework for understanding educational use of computer games that go beyond what we know as edutainment. The book presents a thorough overview, analysis and discussion of current research and then goes on to create the foundation for a new approach to educational use of computer games that goes beyond current reliance on behaviorism.
There is increasing focus on the use of computer games across all ages. The trend is leading to educators, theorists and researchers, most especially those in the UK, US and Nordic countries, investigating how games can be effectively applied in everyday learning contexts. In this book, based on his PhD dissertation, Simon Egenfeldt-Nielsen aims to establish a new framework for understanding educational use of computer games that go beyond what we know as edutainment. The book presents a thorough overview, analysis and discussion of current research and then goes on to create the foundation for a new approach to educational use of computer games that goes beyond current reliance on behaviorism.

IntroductionChapter I: The State of Research on Educational Use of Computer GamesChapter II: The History of Educational Computer GamesChapter III: Research into Educational use of Games and SimulationsChapter IV: Research on Educational Use of Computer GamesChapter V: Getting to 3rd generation: New trends in educational use of computer gamesChapter VI: An Initial Educational FrameworkChapter VII: Initial Preparation for History Course with the Strategy Game Europa Universalis IIChapter VIII: Practical Barriers and Perception of HistoryChapter IX: The Balance Between Playlc,