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What is Overlearning

Handbook of Research on Effective Electronic Gaming in Education
To continue studying or practicing a perceptual, thought, or decision process, or a skill after initial proficiency has been achieved, in order to reinforce or ingrain the learned information or skill.
Published in Chapter:
Learning Processes and Violent Video Games
Edward L. Swing (Iowa State University, USA), Douglas A. Gentile (Iowa State University, USA), and Craig A. Anderson (Iowa State University, USA)
Copyright: © 2009 |Pages: 17
DOI: 10.4018/978-1-59904-808-6.ch050
Abstract
Though video games can produce desirable learning outcomes, such as improved performance in school subjects, they also can produce undesirable outcomes, such as increased aggression. Some of the basic learning principles that make video games (particularly violent video games) effective at teaching are discussed in this chapter. A general learning model is presented to explain how video games can produce a variety of effects in their users. This model explains both the immediate, short term effects and cumulative, long term effects of video games. Implications of these principles are discussed in relation to education. The issue of addressing violent video games’ effects on aggression is also examined.
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