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Transfer of Learning from Video Game Play to the Classroom
Book chapter

Transfer of Learning from Video Game Play to the Classroom

Erica Biely, Susana Peinado, Debra A Lieberman and Chan L Thai
Learning by Playing
Oxford University Press
2014-05-15

Abstract

video game play mindfulness metacognition motivation self-efficacy transfer of learning classroom learning self-monitoring video games
This chapter focuses on the transfer of learning from video game play to the classroom. It begins with an overview of transfer and how it takes place before turning to a discussion of video games as learning environments. It then considers video game features that have the potential to foster motivation and self-efficacy, support learning, teach transfer, and enhance mindfulness, self-monitoring, metacognition, and problem-solving skills.

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