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Computer Games and Team and Individual Learning
Documents research on the impact of computer games on the learning of adults. Computer games and learning are characterized from a series of different theoretical and empirical viewpoints. Both civilian sector and military applications are presented. While effectiveness of game environments to support learning can be documented in terms of intensity
and longevity of engagement (participants voting with their time), as well as the commercial success of the games, there is much less solid empirical information about what instructional outcomes are systematically achieved by the playing of individual and multiplayer games. This book will address these issues. Designed for professionals in the gaming, simulation, assessment and evaluation, educational technology, and educational psychology communities, this book explores the state of the art in the use of computer game technology for teaching and measurement of learning in adults. Its unique focus is on the empirical impact, both qualitative and quantitative, of computer games on the learning of adults.
FEATURES:
CONTENTS:COMPUTER GAMES AND TEAM AND INDIVIDUAL LEARNING Co-Editors Harold F. O?Neil University of Southern California/CRESST Ray S. Perez Office of Naval Research Title/Authors No. of Pages Status Editor PREFACE 5 CONTEXT A CONCEPTUAL FRAMEWORK FOR THE EMPIRICAL STUDY OF GAMES Robert D. Tennyson and Robert L. Jorczak, University of Minnesota 34 Complete HON A CONCEPTUAL FRAMEWORK FOR THE ASSESSMENT OF LEARNING IN GAMES Eva L. Baker and Girlie C. Delacruz, UCLA/National Center for Research on Evaluation, Standards, and Student Testing 30 Complete HON A FORMATIVE EVALUATION OF THE TRAINING EFFECTIVENESS OF A COMPUTER GAME Hsin-Hui (Claire) Chen and Harold F. O?Neil, University of Southern California/CRESST 31 Complete RP FOUNDATIONS FOR SOFTWARE SUPPORT OF INSTRUCTION IN GAME CONTEXTS Allen Munro, USC Center for Cognitive Technology 38 Complete HON TEAM LEARNING ELICITING AND EVALUATING TEAMWORK WITHIN A MULTI-PLAYER GAME-BASED TRAINING ENVIRONMENT Talib S. Hussain, BBN Technologies Shawn A. Weil, Tad T. Brunye, and Jason Sidman, Aptima, Inc. William Ferguson, BBN Technologies Amy L. Alexander, Aptima, Inc. 34 Complete HON THE EFFECTIVENESS AND EFFICACY OF INTELLIGENT AGENTS AS TEAM TRAINING PARTNERS IN THE ACQUISITION OF COMPLEX SKILLS IN A GAMING ENVIRONMENT Jonathan H. Whetzel, Sandia Laboratories Winfred Arthur, Jr., and Richard A. Volz, Texas A&M University 39 Complete HON THE EFFECTS OF CHANGING RESOURCES ON GAME PERFORMANCE, SUBJECTIVE WORKLOAD, AND STRATEGIES Adrienne Y. Lee and Aaron M. Perez, New Mexico State University 33 Complete HON UTILIZING MULTIPLAYER GAMES FOR TEAM TRAINING: SOME GUIDELINES Michael T. Curtis, Michelle Harper-Sciarini, Deborah Diaz Granados, Eduardo Salas and Florian Jentsch, Department of Psychology and Institute for Simulation and Training, University of Central Florida 35 Complete HON INDIVIDUAL LEARNING THE INFLUENCE OF TRAINEE GAMING EXPERIENCE ON AFFECTIVE AND MOTIVATIONAL LEARNER OUTCOMES OF VIDEOGAME-BASED TRAINING ENVIRONMENTS Karin A. Orvis, George Mason University Kara L. Orvis, Aptima, Inc. James Belanich, U.S. Army Research Institute for the Behavioral and Social Sciences Laura N. Mullin, The Catholic University of America 36 Complete HON ROLE OF WORKED EXAMPLES TO STIMULATE LEARNING IN A GAME Chun-Yi D. Shen and Harold F. O?Neil, University of Southern California/CRESST 39 Complete RP TRAINING VISUAL ATTENTION WITH VIDEO GAMES: NOT ALL GAMES ARE CREATED EQUAL Julie E. Cohen, C. Shawn Green, and Daphne Bavelier, University of Rochester 42 Complete HON THE ROLE OF VISUAL MAPS TO STIMULATE LEARNING IN A COMPUTER GAME Richard Wainess and Harold F. O?Neil, University of Southern California/CRESST 34 Complete RP INQUIRY ON THE ROLE OF CONTEMPORARY CHESS SOFTWARE TO ENRICH HUMAN LEARNING AND COGNITION William M. Bart, and Saahoon Hong, University of Minnesota Tae Seob Shin, Michigan State University 38 Complete RP WOULD YOU LIKE TO PLAY A GAME? EXPERIENCE AND EXPECTATION IN GAME-BASED LEARNING ENVIRONMENTS Jacquelyn Ford Morie, Rebecca Tortell, and Josh Williams, University of Southern California, The Institute for Creative Technologies 32 Complete HON SUMMARY Ray Perez, Office of Naval Research Harold F. O?Neil, University of Southern California/CRESST 20 To be Completed HON TOTAL MANUSCRIPT PAGES 515
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