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Games for learning and learning transfer.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter

Published

Standard

Games for learning and learning transfer. / O Suilleabhain, Gearoid; Sime, Julie-Ann.
Critical design and effective tools for e-learning in higher education : theory into practice. ed. / Roisin Donnelly; Jen Harvey; Kevin O'Rourke. IGI Global, 2010. p. 113-126.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter

Harvard

O Suilleabhain, G & Sime, J-A 2010, Games for learning and learning transfer. in R Donnelly, J Harvey & K O'Rourke (eds), Critical design and effective tools for e-learning in higher education : theory into practice. IGI Global, pp. 113-126. <http://www.igi-global.com/Bookstore/TitleDetails.aspx?TitleId=40285&DetailsType=Chapters>

APA

O Suilleabhain, G., & Sime, J-A. (2010). Games for learning and learning transfer. In R. Donnelly, J. Harvey, & K. O'Rourke (Eds.), Critical design and effective tools for e-learning in higher education : theory into practice (pp. 113-126). IGI Global. http://www.igi-global.com/Bookstore/TitleDetails.aspx?TitleId=40285&DetailsType=Chapters

Vancouver

O Suilleabhain G, Sime J-A. Games for learning and learning transfer. In Donnelly R, Harvey J, O'Rourke K, editors, Critical design and effective tools for e-learning in higher education : theory into practice. IGI Global. 2010. p. 113-126

Author

O Suilleabhain, Gearoid ; Sime, Julie-Ann. / Games for learning and learning transfer. Critical design and effective tools for e-learning in higher education : theory into practice. editor / Roisin Donnelly ; Jen Harvey ; Kevin O'Rourke. IGI Global, 2010. pp. 113-126

Bibtex

@inbook{6af591bbdfb54d8081513c12b4493794,
title = "Games for learning and learning transfer.",
abstract = "Research findings are at best mixed with regard to the effectiveness of computer and video games in promoting learning transfer or learning, but much of this research makes use of the same unsuccessful methods of classic transfer experiments which offered research subjects limited initial practice in the learning to be transferred. Learning transfer however, like expertise, may need to be based on extended practice, an idea supported by studies of habitual or expert game players and recent non-game related developments in transfer research. Practice however must be joined to a certain kind of game complexity and cognitive or experiential game fidelity before deep learning and instances of significant transfer can be facilitated. Implications of these transfer conditions for the design of games for transfer are discussed as well as the need for research with regard to the various learning processes underlying the game-play behaviour of expert and habitual gamers.",
author = "{O Suilleabhain}, Gearoid and Julie-Ann Sime",
year = "2010",
language = "English",
isbn = "978-1-61520-879-1",
pages = "113--126",
editor = "Roisin Donnelly and Jen Harvey and Kevin O'Rourke",
booktitle = "Critical design and effective tools for e-learning in higher education : theory into practice",
publisher = "IGI Global",

}

RIS

TY - CHAP

T1 - Games for learning and learning transfer.

AU - O Suilleabhain, Gearoid

AU - Sime, Julie-Ann

PY - 2010

Y1 - 2010

N2 - Research findings are at best mixed with regard to the effectiveness of computer and video games in promoting learning transfer or learning, but much of this research makes use of the same unsuccessful methods of classic transfer experiments which offered research subjects limited initial practice in the learning to be transferred. Learning transfer however, like expertise, may need to be based on extended practice, an idea supported by studies of habitual or expert game players and recent non-game related developments in transfer research. Practice however must be joined to a certain kind of game complexity and cognitive or experiential game fidelity before deep learning and instances of significant transfer can be facilitated. Implications of these transfer conditions for the design of games for transfer are discussed as well as the need for research with regard to the various learning processes underlying the game-play behaviour of expert and habitual gamers.

AB - Research findings are at best mixed with regard to the effectiveness of computer and video games in promoting learning transfer or learning, but much of this research makes use of the same unsuccessful methods of classic transfer experiments which offered research subjects limited initial practice in the learning to be transferred. Learning transfer however, like expertise, may need to be based on extended practice, an idea supported by studies of habitual or expert game players and recent non-game related developments in transfer research. Practice however must be joined to a certain kind of game complexity and cognitive or experiential game fidelity before deep learning and instances of significant transfer can be facilitated. Implications of these transfer conditions for the design of games for transfer are discussed as well as the need for research with regard to the various learning processes underlying the game-play behaviour of expert and habitual gamers.

M3 - Chapter

SN - 978-1-61520-879-1

SP - 113

EP - 126

BT - Critical design and effective tools for e-learning in higher education : theory into practice

A2 - Donnelly, Roisin

A2 - Harvey, Jen

A2 - O'Rourke, Kevin

PB - IGI Global

ER -