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Digital Games

A Context for Cognitive Development: New Directions for Child and Adolescent Development, Number 139
 E-Book
Sofort lieferbar | Lieferzeit: Sofort lieferbar I
ISBN-13:
9781118648278
Veröffentl:
2013
Einband:
E-Book
Seiten:
96
Autor:
Fran C. Blumberg
Serie:
139, J-B CAD Single Issue Child & Adolescent Development
eBook Typ:
EPUB
eBook Format:
E-Book
Kopierschutz:
Adobe DRM [Hard-DRM]
Sprache:
Englisch
Beschreibung:

In the United States and in many other countries around the world, digital games have become an integral part of children s lives. Discussions of research on youth and digital games often focus solely on negative effects (e.g., of violent video games), but this is far from the whole story. As natural problem-solving activities, digital games provide a rich context for applied cognition. This volume explores topics such as: The benefits of digital games for children and adolescents cognitive skills The nature of their learning from educational media The influence of developmental factors on their interactions with digital games The use of developmental research and established educational practice to create effective educational games that they will play. This is the 139th volume in this series. Its mission is to provide scientific and scholarly presentations on cutting edge issues and concepts in child and adolescent development. Each volume focuses on a specific new direction or research topic and is edited by experts on that topic.
In the United States and in many other countries around theworld, digital games have become an integral part ofchildren's lives. Discussions of research on youth anddigital games often focus solely on negative effects (e.g., ofviolent video games), but this is far from the whole story. Asnatural problem-solving activities, digital games provide a richcontext for applied cognition.This volume explores topics such as:* The benefits of digital games for children andadolescents' cognitive skills* The nature of their learning from educational media* The influence of developmental factors on their interactionswith digital games* The use of developmental research and established educationalpractice to create effective educational games that they willplay.This is the 139th volume in this series. Its missionis to provide scientific and scholarly presentations on cuttingedge issues and concepts in child and adolescent development. Eachvolume focuses on a specific new direction or research topic and isedited by experts on that topic.
1. Introduction: Digital Games as a Context for Cognitive 1Development, Learning, and Developmental ResearchFran C. Blumberg, Shalom M. FischThis introductory chapter outlines reasons why developmentalpsychologists should care about children's andadolescents' learning in the context of digital games andpreviews each of the chapters composing the volume.2. The Challenge of Audience Reception: A Developmental 11Model for Educational Game EngagementJohn L. SherryThe author presents a model for research and development ofeducational games based on uses and gratifications theory fromcommunication science and on developmental science and cognitivescience findings.3. Engagement States and Learning from Educational Games21Kirby Deater-Deckard, Mido Chang, Michael E. EvansThe authors present an innovative and comprehensive model ofengagement states experienced during learning and apply that modelto research on educational game development.4. Applying Developmental Theory and Research to the 31Creation of Educational GamesGlenda RevelleAn overview is presented of key theoretical observations andresearch based insight regarding children's development,including discussion of practical implications for game design.5 . The Impact of Recreational Video Game Play onChildren's 41and Adolescents' CognitionFran C. Blumberg, Elizabeth A. Altschuler, Debby E. Almonte,Maxwell I. MileafThis chapter reviews research concerning the cognitive benefitsof video game play among children and adolescents and theirimpressions of video games as learning tools.6. Electronic Gaming and the Obesity Crisis 51Sandra L. Calvert, Amanda E. Staiano, Bradley J. BondThe authors examine the positive contributions of digital gameplay to combating the current pediatric obesity crisis.7. Cross-Platform Learning: On the Nature of Children's59Learning from Multiple Media PlatformsShalom M. FischThis author surveys recent studies examining cross-platformlearning (i.e., learning from combined use of several mediaplatforms) and how such learning compares to learning from onemedium.8. Commentary--Games for Learning: Vast Wasteland or a71Digital Promise?Michael H. Levine, Sarah E. VaalaThis chapter reviews benefi ts of digital game play research anddevelopment for improving educational attainment among thenation's youth, and identifies some directions for futureresearch.INDEX 83

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