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Games Learning And Society

Games Learning And Society

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Author by : Constance Steinkuehler
Languange Used : en
Release Date : 2012-06-11
Publisher by : Cambridge University Press

ISBN : 9780521196239

Leaders in the field provide an introduction to video games and learning, including essays on game design and game culture....



Games Learning And Society Gls Conference Special Issue

Games Learning And Society Gls Conference Special Issue

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Author by : Constance Steinkuehler
Languange Used : en
Release Date : 2008
Publisher by :

ISBN : OCLC:500673825

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Making Games For Impact

Making Games For Impact

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Author by : Kurt Squire
Languange Used : en
Release Date : 2021-10-26
Publisher by : MIT Press

ISBN : 9780262362498

Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game. Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints. These cases, drawn from the Games + Learning + Society Center at the University of Wisconsin–Madison, show designers tackling such key issues as choosing platforms, using data analytics to guide development, and designing for new markets. Although not a how-to guide, the book offers developers, researchers, and students real-world lessons in greenlighting a project, scaling up design teams, game-based assessment, and more. The final chapter examines the commercial development of an impact game in detail, describing the creation of an astronomy game, At Play in the Cosmos, that ships with an introductory college textbook....



Games To Teach Or Games To Learn

Games To Teach Or Games To Learn

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Author by : Yam San Chee
Languange Used : en
Release Date : 2015-08-18
Publisher by : Springer

ISBN : 9789812875181

The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools....



Gaming The Past

Gaming The Past

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Author by : Jeremiah McCall
Languange Used : en
Release Date : 2013-06-17
Publisher by : Routledge

ISBN : 9781136832093

Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet....



Games Learning Society Conference Proceedings

Games Learning Society Conference Proceedings

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Author by :
Languange Used : en
Release Date : 2011
Publisher by :

ISBN : OCLC:785984316

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Win Win Games For All Ages

Win Win Games For All Ages

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Author by : Sambhava Luvmour
Languange Used : en
Release Date : 2002-02-01
Publisher by : New Society Publishers

ISBN : 9780865714410

Lege og aktiviteter beregnet på at udvikle deltagernes sociale færdigheder....



Paradox Of The Learning Game

Paradox Of The Learning Game

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Author by : Marcus T. Wright
Languange Used : en
Release Date : 2017-02-07
Publisher by : Design Meets Mind, LLC

ISBN : 0998557005

In Paradox of the Learning Game: The Promise and Plight of Video Games and Learning, higher education professional Marcus T. Wright provides an insightful commentary detailing the possibilities and limitations of learning games that take significant advantage of the video game medium--advanced learning games.The excitement around the potential of video games as sources for learning has never been greater. Developments in digital and computer technology have magnified the creativity and availability of advanced learning games. Paradox of the Learning Game highlights the potential of the video game medium as a tool for learning, while also exploring some of the social and industry challenges that limit the success of advanced learning games. Wright explores these obstacles--which he describes as "paradoxes" and "tensions"--by leveraging his background in the Learning Sciences, Sociology, Communications, and his own enthusiasm for the video game medium. He believes that addressing these issues can help advanced learning games sustain momentum while designers and researchers find the best ways to feasibly design these games for effective learning. Paradox of the Learning Game not only serves as an introduction to the power of video games as learning resources, but also as a call for advocates to carefully consider deep-rooted challenges that could negatively impact the future of this learning technology....



How Video Games Impact Players

How Video Games Impact Players

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Author by : Ryan Rogers
Languange Used : en
Release Date : 2016-05-17
Publisher by : Lexington Books

ISBN : 9781498513081

How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an analysis of the positive and negative effects of game rules, feedback, and self-presentation. Rogers examines the positive aspects of video games like their use in education, encouragement of prosocial behaviors, and enablement of mood management, as well as the negative aspects like their association with violence and diversity issues, promotion of substance use behaviors, and their role as an outlet for harassment behaviors....



Learning Society Game

Learning Society Game

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Author by :
Languange Used : en
Release Date : 2004
Publisher by :

ISBN : OCLC:475213510

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