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http://worldcat.org/entity/work/id/69414536

How Computer Games Help Children Learn

Explains how video and computer games can help children build successful futures by teaching them to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, and helping them learn how to survive in an ever-changing world.

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http://schema.org/description

  • "Evaluates a controversial theory about the educational potential of computer games, revealing how specific games can teach children how to develop creative thinking processes akin to those of today's successful professionals."
  • "Explains how video and computer games can help children build successful futures by teaching them to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, and helping them learn how to survive in an ever-changing world."@en
  • ""This book looks at how particular video and computer games--such asDigital Zoo, The Pandora Project, SodaConstructor, and more--can help teach our children and students to think like doctors, lawyers, engineers, urban planners, journalists, and other professionals. In the process, new "smart games" will give them the knowledge and skills they need to succeed in a changing world."--Publisher's website."
  • "How can we make sure that our kids are learning to be creative thinkers in a world of global competition--and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach kids to build successful futures--but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning."@en
  • "This book looks at how particular video and computer games--such as "Digital Zoo", "The Pandora Project", "SodaConstructor", and more--can help teach children and students to think like doctors, lawyers, engineers, urban planners, journalists, and other professionals. In the process, new "smart games" will give them the knowledge and skills they need to succeed in a changing world. This book contains: (1) Foreword: Seeing the Future (James Paul Gee); (2) Introduction; (3) Epistemology: "The Debating Game"; (4) Knowledge: "The Digital Zoo"; (5) Skills: "Escher's World"; (6) Values: "The Pandora Project"; (7) Identity: "Science.net"; and (8) Beyond the Industrial School: The Future of Education and How We Get There."@en

http://schema.org/genre

  • "Electronic books"@en
  • "Livres électroniques"
  • "Reports - Descriptive"@en
  • "Books"@en

http://schema.org/name

  • "How Computer Games Help Children Learn"@en
  • "How Computer Games Help Children Learn"
  • "How computer games help children learn"@en
  • "How computer games help children learn"