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Connected Gaming

Connected Gaming

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Author by : Yasmin B. Kafai
Languange Used : en
Release Date : 2024-03-19
Publisher by : MIT Press

ISBN : 9780262551557

How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part....



Connected Realms

Connected Realms

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Author by : Henry Hanley
Languange Used : en
Release Date : 2023-09-19
Publisher by : Independently Published

ISBN : 9798861886680

Prepare to embark on an electrifying journey into the heart of multiplayer video games with "Connected Realms." This captivating book is your ticket to a universe where pixels and passion collide, where battles are waged and legends are born. Inside these pages, you'll uncover the exhilarating world of seamless cross-platform play, where gamers from all corners of the globe unite in epic adventures. You'll dive deep into the ethical dilemmas that shape virtual communities, shedding light on the evolving gaming landscape. But that's not all! "Connected Realms" doesn't just explore the present; it paints a vivid picture of the future. Imagine a gaming world where AI-driven realms challenge your every move, where augmented reality blurs the line between the virtual and real, and where blockchain technology transforms in-game assets into valuable treasures. Whether you're a seasoned gamer or a curious newcomer, this book is your portal to understanding the intricate tapestry of multiplayer gaming. It's an odyssey that will leave you exhilarated, enlightened and eager to dive into the interconnected realms of multiplayer video games. So, gear up, power on, and get ready to explore the boundless landscapes of multiplayer gaming like never before. "Connected Realms" is your ultimate guide to unlocking the mysteries, forging alliances, and embarking on epic quests in the world's most thrilling digital adventures. Don't just play the game-immerse yourself in it with "Connected Realms!"...



Families At Play

Families At Play

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Author by : Sinem Siyahhan
Languange Used : en
Release Date : 2024-07-02
Publisher by : MIT Press

ISBN : 9780262552639

How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Educators and game designers should take note....



Connected Play

Connected Play

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Author by : Yasmin B. Kafai
Languange Used : en
Release Date : 2013-10-11
Publisher by : MIT Press

ISBN : 9780262019934

How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities....



Digital Games Revised Edition

Digital Games Revised Edition

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Author by : Ananda Mitra
Languange Used : en
Release Date : 2020-03-01
Publisher by : Infobase Holdings, Inc

ISBN : 9781438182650

In 2006, about 67 percent of Americans played video games using a computer or game console such as PlayStation, Xbox, or Wii. Video games have come a long way since they were developed in the 1970s. In the past, game programs used a computer-like gadget that could be connected to the television. The players would look at the image on the television screen, hence the name "video game." With the development of personal computers in the 1980s, the computer monitor became a more popular display device, leading to the new term "computer game." These terms, along with "digital game," are now interchangeable. Digital Games, Revised Edition explains the history of digital games, explores how the games have affected players and society, and discusses emerging trends in the digital gaming industry....



Networking And Online Games

Networking And Online Games

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Author by : Grenville Armitage
Languange Used : en
Release Date : 2006-08-04
Publisher by : John Wiley & Sons

ISBN : 9780470030462

The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering....



Connected Code

Connected Code

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Author by : Yasmin B. Kafai
Languange Used : en
Release Date : 2016-09-02
Publisher by : MIT Press

ISBN : 9780262529679

Why every child needs to learn to code: the shift from “computational thinking” to computational participation. Coding, once considered an arcane craft practiced by solitary techies, is now recognized by educators and theorists as a crucial skill, even a new literacy, for all children. Programming is often promoted in K-12 schools as a way to encourage “computational thinking”—which has now become the umbrella term for understanding what computer science has to contribute to reasoning and communicating in an ever-increasingly digital world. In Connected Code, Yasmin Kafai and Quinn Burke argue that although computational thinking represents an excellent starting point, the broader conception of “computational participation” better captures the twenty-first-century reality. Computational participation moves beyond the individual to focus on wider social networks and a DIY culture of digital “making.” Kafai and Burke describe contemporary examples of computational participation: students who code not for the sake of coding but to create games, stories, and animations to share; the emergence of youth programming communities; the practices and ethical challenges of remixing (rather than starting from scratch); and the move beyond stationary screens to programmable toys, tools, and textiles....



Teaching In The Game Based Classroom

Teaching In The Game Based Classroom

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Author by : David Seelow
Languange Used : en
Release Date : 2021-07-12
Publisher by : CRC Press

ISBN : 9781000411737

Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches. Middle and high school educators will find engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more....



We The Gamers

We The Gamers

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Author by : Karen Schrier
Languange Used : en
Release Date : 2021
Publisher by : Oxford University Press

ISBN : 9780190926106

Combining research-based perspectives and current examples including Minecraft and Animal Crossing : New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change....



Geogames And Geoplay

Geogames And Geoplay

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Author by : Ola Ahlqvist
Languange Used : en
Release Date : 2017-11-10
Publisher by : Springer

ISBN : 9783319227740

This book brings together contributions from researchers, GIS professionals and game designers to provide a first overview of this highly interdisciplinary field. Its scope ranges from fundamentals about games and play, geographic information technologies, game design and culture, to current examples and forward looking analysis. Of interest to anyone interested in creating and using Geogames, this volume serves as a channel for sharing early experiences, discussing technological challenges and solutions, and outlines a future research agenda. Games and play are part of human life, and in many game activities, place, space and geography plays a central role in determining the rules and interactions that are characteristic of each game. Recent developments and widespread access to mobile information, communication, and geospatial technologies have spurred a flurry of developments, including many variations of gaming activities that are situated in, or otherwise connected to the real world....