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  • Learning by Playing: Video Gaming in Education
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    From $52.25 (New)

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Buy from Amazon $84.00$23.92 $100.00 $66.67 $33.33 $0.00 Jan Feb Mar Apr 2016 $58.40, Dec 4 1:14 am$49.50, Dec 4 - Dec 6$49.85, Dec 6 12:51 pm$49.50, Dec 4 - Dec 6$49.83, Dec 11 - Dec 16$39.79, Dec 11 3:52 pm$49.83, Dec 11 - Dec 16$30.76, Dec 16 5:03 pm$45.85, Dec 21 2:38 pm$23.92, Dec 21 2:38 pm$63.66, Dec 27 2:54 am$59.83, Dec 27 2:54 am$49.17, Dec 27 - Jan 5$59.83, Dec 27 2:54 am$51.33, Dec 31 7:11 pm$49.17, Dec 27 - Jan 5$59.83, Dec 27 2:54 am$49.17, Dec 27 - Jan 5$39.85, Jan 5 1:21 pm$59.83, Dec 27 2:54 am$48.51, Jan 10 10:13 am$31.80, Jan 10 10:13 am$59.83, Dec 27 2:54 am$47.85, Jan 15 8:57 am$35.19, Jan 15 8:57 am$79.95, Jan 20 - Feb 4$63.87, Jan 20 - Feb 4$47.19, Jan 20 - Feb 9$68.54, Feb 9 1:28 pm$61.94, Feb 9 1:28 pm$47.19, Jan 20 - Feb 9$61.94, Feb 9 1:28 pm$53.05, Feb 14 8:59 pm$47.98, Feb 14 8:59 pm$61.94, Feb 9 1:28 pm$47.85, Feb 20 4:56 am$42.67, Feb 20 4:56 am$61.94, Feb 9 1:28 pm$45.64, Feb 25 5:31 pm$35.51, Feb 25 5:31 pm$84.00, Mar 7 - Mar 18$50.35, Mar 7 1:14 am$46.20, Mar 7 1:14 am$84.00, Mar 7 - Mar 18$67.52, Mar 18 - Mar 29$63.87, Mar 18 10:30 am$84.00, Mar 7 - Mar 18$67.52, Mar 18 - Mar 29$67.52, Mar 18 - Mar 29$52.25, Mar 29 11:02 pm 291,2612,342,624 1,562,500 781,250 0 Jan Feb Mar Apr 2016

Price Details

New

Latest $52.25 Mar 29, '16
Highest $84.00 Mar 7, '16
Lowest $23.92 Dec 21, '15
Average $84.00 (30d avg)
$62.34 (90d avg)
$57.65 (Lifetime average)
Added Dec 4, 2015

3rd Party New

Last Seen $63.87 Mar 18, '16
Highest $63.87 Mar 18, '16
Lowest $50.35 Mar 7, '16
Average $50.35 (30d avg)
$60.35 (90d avg)
$60.19 (Lifetime average)
Added Dec 4, 2015

3rd Party Used

Latest $67.52 Mar 29, '16
Highest $67.52 Mar 18, '16
Lowest $45.64 Feb 25, '16
Average $56.94 (30d avg)
$49.92 (90d avg)
$49.67 (Lifetime average)
Added Dec 4, 2015

Sales Rank

30 day average: 1,436,343
90 day average: 1,532,799

Product Description

There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom.

In , a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.

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