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Learning by Playing – Video Gaming in Education - Oxford Scholarship Online
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Learning by Playing: Video Gaming in Education

Fran C. Blumberg


There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. This book provides perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foun ... More

Keywords: video game play, education, classroom learning, skills development, children, adolescents, video games, cognitive skills

Bibliographic Information

Print publication date: 2014 Print ISBN-13: 9780199896646
Published to Oxford Scholarship Online: March 2015 DOI:10.1093/acprof:osobl/9780199896646.001.0001


Affiliations are at time of print publication.

Fran C. Blumberg, editor
Psychological and Educational Services, Fordham University, NY, NY, Associate Professor

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Front Matter

Part One Introduction and Overview

1 Academic Lessons from Video Game Learning

Fran C. Blumberg, Debby E. Almonte, Yishai Barkhardori, and Andrew Leno

Part Two Theoretical and Cognitive Perspectives: How should we think about Learning in Video Games?

6 Do Video Games Provide Motivation to Learn?

Akane Zusho, Jared S. Anthony, Naoko Hashimoto, and Gerard Robertson

7 What We Know About How Experts Attain Their Superior Performance

K. Anders Ericsson, Jong Sung Yoon, and Walter R. Boot

9 The General Learning Model

Douglas A. Gentile, Christopher L. Groves, and J. Ronald Gentile

Part Three Game Design Perspectives: How Should We Design Educational Video Games?

13 Transfer of Learning from Video Game Play to the Classroom

Debra A. Lieberman, Erica Biely, Chan L. Thai, and Susana Peinado

Part Four Learning in Practice: How Should We Study Learning in Video Games for Transfer to Academic Tasks?

14 Cross-Platform Learning

Shalom M. Fisch, Richard Lesh, Elizabeth Motoki, Sandra Crespo, and Vincent Melfi

15 Electronic Game Changers for the Obesity Crisis

Sandra L. Calvert, Bradley J. Bond, and Amanda E. Staiano

16 Tug-of-War

Osvaldo Jiménez, Ugochi Acholonu, and Dylan Arena

17 Scientific Inquiry in Digital Games

Jodi Asbell-Clarke and Elizabeth Rowe

18 Computer Games and Education

Keith Roe and Anne Dickmeis

19 Video Games, Motivation, and Learning

Michael A. Evans, Brett D. Jones, and Jennifer Biedler

20 Video and Computer Games as Grounding Experiences for Learning

John B. Black, Saadia A. Khan, and Shih-Chieh Doug Huang

Part Five Conclusion

22 Games in a Digital Age

Michael H. Levine, Lori Takeuchi, and Sarah E. Vaala

End Matter