Educational Potential of Computer Games
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.
1101324551
Educational Potential of Computer Games
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.
200.0 In Stock
Educational Potential of Computer Games

Educational Potential of Computer Games

by Simon Egenfeldt-Nielsen
Educational Potential of Computer Games

Educational Potential of Computer Games

by Simon Egenfeldt-Nielsen

Hardcover

$200.00 
  • SHIP THIS ITEM
    In stock. Ships in 1-2 days.
  • PICK UP IN STORE

    Your local store may have stock of this item.

Related collections and offers


Overview

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.

Product Details

ISBN-13: 9780826497475
Publisher: Bloomsbury Academic
Publication date: 08/01/2007
Series: Continuum Studies in Education
Pages: 240
Product dimensions: 6.14(w) x 9.21(h) x 0.56(d)

About the Author

Simon Egenfeldt-Nielsen is Assistant Professor at IT-University of Copenhagen, Denmark.

Table of Contents

Introduction
Chapter I: The State of Research on Educational Use of Computer Games
Chapter II: The History of Educational Computer Games
Chapter III: Research into Educational use of Games and Simulations
Chapter IV: Research on Educational Use of Computer Games
Chapter V: Getting to 3rd generation: New trends in educational use of computer games
Chapter VI: An Initial Educational Framework
Chapter VII: Initial Preparation for History Course with the Strategy Game Europa Universalis II
Chapter VIII: Practical Barriers and Perception of History
Chapter IX: The Balance Between Play and Learning
Chapter X: A Theory on Educational Use of Computer Games
Chapter XI: Final Thoughts

Glossary

Game Bibliography

Appendix A

From the B&N Reads Blog

Customer Reviews