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Virtual to Real Life—Assessing Transfer of Learning from Video Games

Susan M. Barnett

in Learning by Playing: Video Gaming in Education

Published in print:
2014
Published Online:
March 2015
ISBN:
9780199896646
eISBN:
9780190256142
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:osobl/9780199896646.003.0002
Subject:
Psychology, Developmental Psychology

This chapter examines how learning experiences acquired from video games are transferred across the dimensions of content and context. It first considers the debate over the transferability of ... More


Transfer of Learning from Video Game Play to the Classroom

Debra A. Lieberman, Erica Biely, Chan L. Thai, and Susana Peinado

in Learning by Playing: Video Gaming in Education

Published in print:
2014
Published Online:
March 2015
ISBN:
9780199896646
eISBN:
9780190256142
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:osobl/9780199896646.003.0013
Subject:
Psychology, Developmental Psychology

This chapter focuses on the transfer of learning from video game play to the classroom. It begins with an overview of transfer and how it takes place before turning to a discussion of video games as ... More


The General Learning Model: Unveiling the Teaching Potential of Video Games

Douglas A. Gentile, Christopher L. Groves, and J. Ronald Gentile

in Learning by Playing: Video Gaming in Education

Published in print:
2014
Published Online:
March 2015
ISBN:
9780199896646
eISBN:
9780190256142
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:osobl/9780199896646.003.0009
Subject:
Psychology, Developmental Psychology

This chapter examines the General Learning Model (GLM) and how it can be used to unveil the potential of video games as a teaching tool in the classroom setting. It first provides an overview of ... More


Silver Bullets: Does Art Make Us Smarter?

Ellen Winner

in How Art Works: A Psychological Exploration

Published in print:
2018
Published Online:
November 2018
ISBN:
9780190863357
eISBN:
9780190936525
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/oso/9780190863357.003.0012
Subject:
Psychology, Cognitive Psychology

Just as we often hear the unsupported claim that any kid could have made a work of abstract expressionism, we also often hear the claim (equally unsupported) that arts education makes our kids ... More


Cross-Platform Learning: How Do Children Learn from Multiple Media?

Shalom M. Fisch, Richard Lesh, Elizabeth Motoki, Sandra Crespo, and Vincent Melfi

in Learning by Playing: Video Gaming in Education

Published in print:
2014
Published Online:
March 2015
ISBN:
9780199896646
eISBN:
9780190256142
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:osobl/9780199896646.003.0014
Subject:
Psychology, Developmental Psychology

This chapter examines how children use, and learn from, multiple media, otherwise known as cross-platform learning. To this end, it presents the results of a two-part study of cross-platform learning ... More


Video and Computer Games as Grounding Experiences for Learning

John B. Black, Saadia A. Khan, and Shih-Chieh Doug Huang

in Learning by Playing: Video Gaming in Education

Published in print:
2014
Published Online:
March 2015
ISBN:
9780199896646
eISBN:
9780190256142
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:osobl/9780199896646.003.0020
Subject:
Psychology, Developmental Psychology

This chapter focuses on video and computer games as grounding experiences for learning. More specifically, it argues that computer and video games allow players to directly experience what is being ... More


Computer Games and Education: A Multidimensional Relationship

Keith Roe and Anne Dickmeis

in Learning by Playing: Video Gaming in Education

Published in print:
2014
Published Online:
March 2015
ISBN:
9780199896646
eISBN:
9780190256142
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:osobl/9780199896646.003.0018
Subject:
Psychology, Developmental Psychology

This chapter explores the multidimensional relationship between computer games and education. More specifically, it considers game playing within the broader context of adolescents' orientation to ... More


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