Videogames And Education
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Videogames And Education
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Author : Harry J. Brown
language : en
Publisher: Routledge
Release Date : 2014-12-18
Videogames And Education written by Harry J. Brown and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-12-18 with Business & Economics categories.
Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the context of human experience and in the field of humanities research. The author shows how video games have become a powerful form of political, ethical, and religious discourse, and how they have already influenced the way we teach, learn, and create. He discusses the major trends in game design, the public controversies surrounding video games, and the predominant critical positions in game criticism. The book speaks to all educators, scholars, and thinking persons who seek a fuller understanding of this significant and video games cultural phenomenon.
Learning By Playing
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Author : Fran Blumberg
language : en
Publisher: OUP Us
Release Date : 2014
Learning By Playing written by Fran Blumberg and has been published by OUP Us this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014 with Education categories.
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. In Learning By Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning.
Learning To Play
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Author : Myint Swe Khine
language : en
Publisher: Peter Lang
Release Date : 2011
Learning To Play written by Myint Swe Khine and has been published by Peter Lang this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011 with Computers categories.
Over the past two decades, much attention has been given to the new media culture of video games, due to their unique features and pervasive nature among young people. This book critically examines the role of video games in education, arguing that they encourage strategic thinking, planning, communicating, negotiation skills, multi-tasking and group decision-making. It is also observed that video games promote higher levels of attention and concentration among players. The book contains multiple perspectives and presents thought-provoking ideas, innovative approaches, systemic exploration, exemplary and promising efforts, and future-oriented scenarios. The book draws together distinguished researchers, educational and curriculum planners, game creators, educational and social psychologists, and instructional designers to explore how video games can transform the future of education.
Good Video Games Good Learning
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Author : James Paul Gee
language : en
Publisher: Peter Lang
Release Date : 2007
Good Video Games Good Learning written by James Paul Gee and has been published by Peter Lang this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with Education categories.
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Games And Education Designs In And For Learning
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Author :
language : en
Publisher: BRILL
Release Date : 2018-11-26
Games And Education Designs In And For Learning written by and has been published by BRILL this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-11-26 with Education categories.
We live in a time of educational transformations towards more 21st century pedagogies and learning. In the digital age children and young people need to learn critical thinking, creativity and innovation and the ability to solve complex problems and challenges. Traditional pedagogies are in crisis and many pupils experience school as both boring and irrelevant. As a response educators and researchers need to engage in transforming education through the invention of new designs in and for learning. This book explores how games can provide new ideas and new designs for future education. Computer games have become hugely popular and engaging, but as is apparent in this book, games are not magical solutions to making education more engaging, fun and relevant. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologists and researchers interested in changing educational practices. Based on contributions from Scandinavian researchers, the book highlights participatory approaches to research and practice by providing more realistic experiences and models of how games can facilitate learning in school.
Choosing And Using Digital Games In The Classroom
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Author : Katrin Becker
language : en
Publisher: Springer
Release Date : 2016-09-29
Choosing And Using Digital Games In The Classroom written by Katrin Becker and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-09-29 with Education categories.
This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.
Using Games To Enhance Learning And Teaching
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Author : Nicola Whitton
language : en
Publisher: Routledge
Release Date : 2012
Using Games To Enhance Learning And Teaching written by Nicola Whitton and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012 with Education categories.
Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology. Using Games to Enhance Learning and Teachingoffers a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research.
Games Purpose And Potential In Education
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Author : Christopher Thomas Miller
language : en
Publisher: Springer Science & Business Media
Release Date : 2008-10-22
Games Purpose And Potential In Education written by Christopher Thomas Miller and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-10-22 with Education categories.
The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.
Learning By Playing
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Author : Fran Blumberg
language : en
Publisher:
Release Date : 2014
Learning By Playing written by Fran Blumberg and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014 with categories.
Video Games And Learning
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Author : Kurt Squire
language : en
Publisher: Teachers College Press
Release Date : 2011-07-09
Video Games And Learning written by Kurt Squire and has been published by Teachers College Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-07-09 with Computer-assisted instruction categories.
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.