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 : How Computer Games Help Children Learn

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Binding: Paperback
Dewey Decimal Number: 371.334
EAN: 9780230602526
ISBN: 0230602525
Label: Palgrave Macmillan
Manufacturer: Palgrave Macmillan
Number Of Items: 1
Number Of Pages: 256
Publication Date: January 22, 2008
Publisher: Palgrave Macmillan
Release Date: January 22, 2008
Studio: Palgrave Macmillan




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Editorial Review:

Product Description:
This book looks at how particular video and computer games--such as Digital 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.


Book Description:
In this groundbreaking look at the future of games in education, scientist David Williamson Shaffer offers a new and powerful way of looking at school, technology, and even thinking itself: a new model of education for a high-tech, digital world of global competition. How Computer Games Help Children Learn looks at how particular video and computer games 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.




Customer Reviews
Average Rating:  out of 5 stars

Rating: 4 out of 5 stars - A Fascinating Concept of Games; needs more research
David Shaffer proposes here that we educate children by having them do the things adults do--only by simulating them in game form. This is an idea I haven't run across before, and I think it may have real merit.

I have a nine-year-old son who attends public school. His school spends a lot of money and effort on computer learning, but I have been frankly underwhelmed by the results. The educational software I've seen doesn't strike me as much of an advance over flash cards--just ... Read More



Rating: 5 out of 5 stars - innovative play
In this book, Shaffer takes the conversation about games and their relevance to society in general, and for children's learning in particular, to a new level. In a world where standardized thinking is rapidly being encapsulated in machines or outsourced, he says, education ought to be about providing young people with opportunities to learn innovative ways of thinking.

Which is where computer games come in: these games "are significant because they let us think in new ways" (p.191). ... Read More



Rating: 5 out of 5 stars - A better way to teach today's kids... and then some.
Dr. Shaffer aims high and really hits the mark. Most recent, successful books about learning and video games go for the seasoned computer aficionado (me), or the rank computer newbie (my husband). Rarely do they target both. Shaffer's topics are deep and wide, but his language is fluid and unassuming; as a result, both audiences will find useful chunks of knowledge that resonate.

It is not hard to understand why todays twelve-year-olds would rather play SIMS or DOOM than finish their ... Read More







 






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