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Game-based learning in education and health. Part A /

Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Santos, Flavia H. (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Amsterdam, Netherlands ; Cambridge, MA, United States : Elsevier, 2023.
Edición:First edition.
Colección:Progress in brain research ; v. 276.
Temas:
Acceso en línea:Texto completo

MARC

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245 0 0 |a Game-based learning in education and health.  |n Part A /  |c edited by Flavia H. Santos, UCD School of Psychology, University College Dublin, Dublin, Ireland. 
250 |a First edition. 
264 1 |a Amsterdam, Netherlands ;  |a Cambridge, MA, United States :  |b Elsevier,  |c 2023. 
300 |a 1 online resource (xviii, 91 pages) :  |b illustrations (some colour). 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Progress in brain research,  |x 0079-6123 ;  |v volume 276 
504 |a References -- Chapter 3: Different aspects of fraction understanding are associated selectively with performance on a fraction learning ... -- 1. Introduction -- 1.1. Fractions and different aspects of fraction understanding -- 1.1.1. Part-whole relations -- 1.1.2. Fraction magnitude -- 1.1.3. Fraction arithmetic -- 1.1.4. Task design and visual representation of fractions -- 1.2. Game-based approaches to fractions -- 1.2.1. Game elements -- 1.3. The present study -- 2. Methodology -- 2.1. Participants -- 2.2. Overview of included measures -- 2.3. Fraction measures -- 2.3.1. Part-whole relations 
505 0 |a Intro -- Game-Based Learning in Education and Health -- Part A -- Copyright -- Contributors -- Contents -- Acknowledgments -- Preface: The science of game-based learning in education and health -- Game-based assessments -- Game-based interventions -- Conclusions -- References -- Chapter 1: Math computerized games in the classroom: A number line training in primary school children -- 1. Introduction -- 1.1. Number line and linear board games -- 1.2. NL task as a training tool -- 1.3. Computer-based number line training -- 1.4. The present study -- 2. Method -- 2.1. Participants 
505 8 |a 2.2. Procedure -- 2.2.1. Study design -- 2.2.2. Measures -- 2.2.3. Training -- 3. Results -- 4. Discussion -- References -- Chapter 2: Digital games for learning basic arithmetic at home -- 1. Introduction -- 1.1. Investigating the value of digital games at home -- 1.2. An alternative approach -- 1.3. The research questions -- 2. Materials and methods -- 2.1. The numberbeads game -- 2.2. The NumberChoice game -- 2.3. The experimental study -- 2.4. Participants -- 2.5. Arithmetic measures -- 2.5.1. Written operations -- 2.5.2. Number comparison 
505 8 |a 2.5.3. Ordering from smallest to the largest and from the largest to the smallest -- 2.5.4. Mental calculation -- 2.5.5. Counting -- 2.5.6. Transcoding -- 2.6. Intervention procedure -- 2.7. Statistical analysis -- 3. Results -- 3.1. Analysis for playing the game at home -- 3.2. Analysis of the relative effectiveness of NB compared with NC -- 3.3. Exploratory analysis on the low-attaining sample -- 4. Discussion -- 4.1. Pedagogy of NumberBeads -- 4.2. Game-play behavior -- 4.3. The implications of playing at home -- 4.4. Effects on low-attaining learners -- 5. Conclusion -- Acknowledgments 
505 8 |a 2.4. Subscales assessing fraction magnitude -- 2.4.1. Fraction number line estimation -- 2.4.2. Fraction magnitude comparison -- 2.4.3. Fraction ordering -- 2.4.4. Density -- 2.4.5. Fraction conversion -- 2.5. Fraction arithmetic -- 2.6. Semideus in-game metrics -- 2.6.1. The Semideus research engine -- 2.6.2. Semideus implementation in the current study -- 2.6.3. Number line estimation -- 2.6.4. Magnitude comparison -- 2.6.5. Total game score -- 2.6.6. Mean number of stars awarded -- 2.7. Additional measures -- 2.7.1. Basic arithmetic (subtraction and multiplication) -- 2.7.2. Math grade 
588 |a Description based on online resource; title from digital title page (viewed on July 25, 2023). 
650 0 |a Brain  |x Research. 
650 0 |a Video games in education. 
650 0 |a Games in mathematics education. 
650 0 |a Gamification. 
650 6 |a Cerveau  |x Recherche.  |0 (CaQQLa)201-0011406 
650 6 |a Jeux vid�eo en �education.  |0 (CaQQLa)000295649 
650 6 |a Jeux dans l'enseignement des math�ematiques.  |0 (CaQQLa)201-0066075 
650 6 |a Ludification.  |0 (CaQQLa)000290182 
650 7 |a Brain  |x Research  |2 fast  |0 (OCoLC)fst00837661 
650 7 |a Games in mathematics education  |2 fast  |0 (OCoLC)fst00937575 
650 7 |a Gamification  |2 fast  |0 (OCoLC)fst01982781 
650 7 |a Video games in education  |2 fast  |0 (OCoLC)fst01919513 
700 1 |a Santos, Flavia H.,  |e editor. 
776 0 8 |i Print version:  |a Santos, Flavia H.  |t Game-Based Learning in Education and Health - Part A  |d San Diego : Elsevier,c2023  |z 9780323994583 
830 0 |a Progress in brain research ;  |v v. 276.  |x 0079-6123 
856 4 0 |u https://sciencedirect.uam.elogim.com/science/bookseries/00796123/276  |z Texto completo