Computer Games for Learning

Computer Games for Learning
Author: Richard E. Mayer
Publisher: MIT Press
Total Pages: 303
Release: 2014-07-18
Genre: Education
ISBN: 0262324512

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A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

Circuit Games

Circuit Games
Author: Editors of Klutz
Publisher:
Total Pages: 0
Release: 2018-02
Genre:
ISBN: 9781338159660

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Spark your interest in circuitry! Get ready to be amazed with this electrifying combination of five circuit games to build from scratch. Use actual electronic components to construct a DIY operation game, compete with friends in a Space Loop race, assemble a quiz show board, and more. A step-by-step book of instructions teaches you how to be a maker by adding wires, LEDs, and buzzers for super-charged fun. Includes: AA battery holders, Popsicle stick, 2 blue LEDs, 3 white LEDs, Paper clip, Craft wire, Coated wire, Copper brads, 2 buzzers, Paper craft game pieces, Metal tweezers

Make Games with Circuits

Make Games with Circuits
Author: Chris Harbo
Publisher:
Total Pages: 49
Release: 2019-08
Genre: Juvenile Nonfiction
ISBN: 1543539998

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If you can build it, you can play it! Create fun games just by making a simple circuit. Learn about what a circuit is by creating your own. Each project contains a list of easy-to-find supplies and step-by-step instructions.

From Video Games to Real Life

From Video Games to Real Life
Author: Mary L. Gazdik
Publisher: Bloomsbury Publishing USA
Total Pages: 160
Release: 2016-09-19
Genre: Language Arts & Disciplines
ISBN:

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This guide shows youth librarians how to use the appeal of Minecraft—a game that many young learners are intensely passionate about—to create engaging library programs that encourage creativity and build STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning through library programs. Minecraft is more than "just a video game"; it's a powerful tool that librarians and other educators can use to engage students and spark legitimate learning experiences. This book shows you how to use Minecraft as a vehicle to promote learning and creativity, supplying specific, easy-to-replicate programs, ideas, and instructions for hands-on activities. By connecting the game to the maker movement and building off the game's popularity, you'll be able to use Minecraft to promote STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. The book ties Minecraft to maker activities, learning in the library, three-dimensional printing, literary activities, crafting, and more. The activities in this book will also enable you to help children ages 8–14 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.

Simulations and Games for Emergency and Crisis Management

Simulations and Games for Emergency and Crisis Management
Author: John Rolfe
Publisher: Psychology Press
Total Pages: 260
Release: 1998
Genre: Business & Economics
ISBN: 9780749426101

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First Published in 1998. Routledge is an imprint of Taylor & Francis, an informa company.

Hearings

Hearings
Author: United States. Congress. House. Committee on Interstate and Foreign Commerce
Publisher:
Total Pages: 1230
Release: 1970
Genre:
ISBN:

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Puzzle Baron's Logic Puzzles

Puzzle Baron's Logic Puzzles
Author: Puzzle Baron
Publisher: National Geographic Books
Total Pages: 0
Release: 2010-08-03
Genre: Games & Activities
ISBN: 1615640320

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Get your brain working with 200 grid-based logic puzzles from the Puzzle Baron! Filled with complex and fun brain teasers that range in difficulty, this book will put your mind into overdrive with hours of brain-challenging fun. Using the given backstory and list of clues, readers use pure logic to deduce the correct answer for each fiendishly tricky puzzle in Puzzle Baron's Logic Puzzles. Bring out your competitive side and check your stats against the average completion time, the record completion time, and the percentage of people who finish the puzzle. Check your work against the answer key and see how logical you really are! Perfect for adults or children, Puzzle Baron's Logic Puzzles is the ultimate challenge for those who love piecing clues and facts together. The brain is a wonderful thing to tease!

Chess and Playing Cards

Chess and Playing Cards
Author: Stewart Culin
Publisher:
Total Pages: 400
Release: 1896
Genre: Atlanta
ISBN:

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Dictionary of Sports and Games Terminology

Dictionary of Sports and Games Terminology
Author: Adrian Room
Publisher: McFarland
Total Pages: 187
Release: 2010-05-14
Genre: Sports & Recreation
ISBN: 0786442263

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The specialized jargon of some sports can be quite esoteric. Non-Americans, for example, are likely puzzled by baseball terms such as bunt, cut-off man, and safety squeeze, while the non-British may pause over cricket's Chinaman, doosra, golden duck, off-break, popping crease, and yorker. This new dictionary gives the definitions of more than 8,000 terms used in sports and games from around the world, including mainstream sports like basketball and billiards alongside the more obscure netball and snooker. Entries cover sports equipment, strategies, venues, qualifying categories, awards, and administrative bodies, while a comprehensive system of cross-references offers assistance and clarification when needed. An appendix lists standard abbreviations of sports ruling bodies and administrative organizations.

Library of Congress Subject Headings

Library of Congress Subject Headings
Author: Library of Congress
Publisher:
Total Pages: 1432
Release: 2003
Genre: Subject headings, Library of Congress
ISBN:

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