Learning from Video Games (and Everything Else) : The General Learning Model
Book Details
Format
Paperback / Softback
Book Series
Elements in Applied Social Psychology
ISBN-10
1108965938
ISBN-13
9781108965934
Publisher
Cambridge University Press
Imprint
Cambridge University Press
Country of Manufacture
GB
Country of Publication
GB
Publication Date
Dec 23rd, 2021
Print length
75 Pages
Weight
152 grams
Dimensions
15.20 x 22.90 x 1.00 cms
Product Classification:
Social, group or collective psychologyComputing & information technology
Ksh 3,250.00
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Video games can have many effects on players. Some areas of research have been seen as controversial, but many of the controversies can be at least partially resolved by considering the learning mechanisms underlying the effects. This Element describes the General Learning Model in greater detail than has been provided elsewhere.
Video games can have many effects on players, some of which could be intentional effects (e.g., games designed to train health compliance behaviors), and most of which are unintentional (e.g., violent games, stereotypes, gaming disorder). Some of these areas of research have been seen as controversial, but many of the controversies can be at least partially resolved by considering the learning mechanisms underlying the effects. We describe the General Learning Model in greater detail than has been provided elsewhere, including short-term and long-term mechanisms, processes of learning and forgetting, and moderators of learning. Video games use many of the best practices to train for both mastery and for transfer of learning. The implications for re-interpreting the literature on violent video games and gaming disorder, as well as for applied social psychology broadly defined, are discussed.
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