Jan L. Plass
Computer Games for Learning is an indispensable read for anyone interested in the field of games and learning. Richard E. Mayer applied his thoughtful, systematic, and rigorous approach to the review of empirical research to this area to produce what will become the standard work on this topic.
Sigmund Tobias
Mayer's research on computer games is exemplary in a field where there are many 'one shot' studies. His research program is dynamic, theoretically guided, and builds carefully from one study to the next. It is described in this book which should be read by anyone interested in using computer games for instruction.
Ruth Colvin Clark
Among the enthusiastic calls for game-based learning, Richard Mayer has balanced the hype with a readable, unbiased look at what research tells us about gamification. From training manager to course developer, workforce learning practitioners should digest the guidelines in this book to inform their decisions about when and how to best use games for learning.
Endorsement
Computer Games for Learning is an indispensable read for anyone interested in the field of games and learning. Richard E. Mayer applied his thoughtful, systematic, and rigorous approach to the review of empirical research to this area to produce what will become the standard work on this topic.
Jan L. Plass, Paulette Goddard Chair in Digital Media and Learning Sciences, New York University; Co-Director, Games for Learning Institute
From the Publisher
Mayer's research on computer games is exemplary in a field where there are many 'one shot' studies. His research program is dynamic, theoretically guided, and builds carefully from one study to the next. It is described in this book which should be read by anyone interested in using computer games for instruction.
Sigmund Tobias, Eminent Research Professor, Division of Educational Psychology and Methodology, University at Albany, SUNY
Among the enthusiastic calls for game-based learning, Richard Mayer has balanced the hype with a readable, unbiased look at what research tells us about gamification. From training manager to course developer, workforce learning practitioners should digest the guidelines in this book to inform their decisions about when and how to best use games for learning.
Ruth Colvin Clark, author of
Evidence-Based Training MethodsComputer Games for Learning is an indispensable read for anyone interested in the field of games and learning. Richard E. Mayer applied his thoughtful, systematic, and rigorous approach to the review of empirical research to this area to produce what will become the standard work on this topic.
Jan L. Plass, Paulette Goddard Chair in Digital Media and Learning Sciences, New York University; Co-Director, Games for Learning Institute