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01861aam a2200361 i 4500 001 B8D616A26B5511E69AFE1DDBDAD10320 003 SILO 005 20160826010517 008 131121s2014 mau b 001 0 eng 010 $a 2013046632 020 $a 0262027577 (hardcover : alk. paper) 020 $a 9780262027571 (hardcover : alk. paper) 035 $a (OCoLC)864299569 040 $a DLC $b eng $e rda $c DLC $d YDXCP $d BTCTA $d BDX $d CDX $d OCLCF $d SILO 042 $a pcc 050 00 $a LB1062 .M385 2014 082 00 $a 371.33/7 $2 23 100 00 $a Mayer, Richard E., $d 1947- $e author. 245 10 $a Computer games for learning : $b an evidence-based approach / $c Richard E. Mayer. 264 1 $a Cambridge, Massachusetts : $b The MIT Press, $c [2014] 300 $a xvii, 281 pages ; $c 24 cm 504 $a Includes bibliographical references and indexes. 505 0 $a Introduction: taking an evidence-based approach to games for learning -- Method: conducting scientific research on games for learning -- Theory: applying cognitive science to games for learning -- Evidence -- Examples of three genres of game research -- Value-added research: which features improve a game's effectiveness? -- Cognitive consequences research: what is learned from playing a game? / by Deanne Adams and Richard E. Mayer -- Media comparison research: are games more effective than -- Conventional media? 650 0 $a Cognitive learning. 650 0 $a Visual learning. 650 0 $a Computer games $x Psychological aspects. 650 7 $a Cognitive learning. $2 fast $0 (OCoLC)fst00866532 650 7 $a Computer games $x Psychological aspects. $2 fast $0 (OCoLC)fst00872117 650 7 $a Visual learning. $2 fast $0 (OCoLC)fst01168032 941 $a 1 952 $l USUX851 $d 20220902014755.0 956 $a http://locator.silo.lib.ia.us/search.cgi?index_0=id&term_0=B8D616A26B5511E69AFE1DDBDAD10320 994 $a 92 $b IWAInitiate Another SILO Locator Search