ERIC Number: ED512736
Record Type: Non-Journal
Publication Date: 2008-Jan
Pages: 256
Abstractor: ERIC
ISBN: ISBN-0-2306-0252-5ISBN-978-0-2306-0252-6
ISSN: N/A
EISSN: N/A
Available Date: N/A
How Computer Games Help Children Learn
Shaffer, David Williamson
Palgrave Macmillan
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.
Descriptors: Epistemology, Children, Computers, Games, Thinking Skills, Critical Thinking, Values, Video Games, Video Technology
Palgrave Macmillan. 175 Fifth Avenue, New York, NY 10010. Tel: 888-830-8477; Fax: 800-672-2054; Web site: http://www.palgrave-usa.com
Publication Type: Books; Reports - Descriptive
Education Level: N/A
Audience: N/A
Language: English
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