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What Video Games Have To Teach Us About Learning And Literacy Second Edition

What Video Games Have To Teach Us About Learning And Literacy Second Edition

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Author by : James Paul Gee
Languange Used : en
Release Date : 2014-12-02
Publisher by : Macmillan

ISBN : 9781466886421

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life....



Good Video Games Good Learning

Good Video Games Good Learning

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Author by : James Paul Gee
Languange Used : en
Release Date : 2007
Publisher by : Peter Lang

ISBN : 0820497037

Textbook...



Why Video Games Are Good For Your Soul

Why Video Games Are Good For Your Soul

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Author by : James Paul Gee
Languange Used : en
Release Date : 2005
Publisher by : Common Ground

ISBN : 9781863355742

Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people....



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....



Good Video Games Good Learning

Good Video Games Good Learning

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Author by : James Paul Gee
Languange Used : en
Release Date : 2013
Publisher by : New Literacies and Digital Epistemologies

ISBN : 1433123932

The chapters in this book argue that good games teach through well-designed problem-solving experiences. In the end, the book offers a model of collaborative, interactive, and embodied learning centered on problem solving, a model that can be enhanced by games, but which can be accomplished in many different ways with or without games....



Good Video Games And Good Learning

Good Video Games And Good Learning

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Author by : James Paul Gee
Languange Used : en
Release Date : 2013
Publisher by :

ISBN : 1453911626

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Ecgbl 2022 16th European Conference On Game Based Learning

Ecgbl 2022 16th European Conference On Game Based Learning

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Author by : Conceição Costa
Languange Used : en
Release Date : 2022-10-06
Publisher by : Academic Conferences and publishing limited

ISBN : 9781914587528

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Culturally Relevant Teaching

Culturally Relevant Teaching

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Author by : Megan Adams
Languange Used : en
Release Date : 2017-05-08
Publisher by : Rowman & Littlefield

ISBN : 9781475834802

This edited volume includes chapters covering multiple areas of literacy education: inclusive education, early childhood education, elementary education, middle grades education, and emergent literacy across groups. The purpose of this edited volume is to provide educators and graduate students/scholars in the field of education with the knowledge, skills, and dispositions to facilitate student success....



Proceedings Of The 17th European Conference On Game Based Learning

Proceedings Of The 17th European Conference On Game Based Learning

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Author by : Ton Spil
Languange Used : en
Release Date : 2023-10-05
Publisher by : Academic Conferences and publishing limited

ISBN : 9781914587894

These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA....



Handbook Of Research On Integrating Digital Technology With Literacy Pedagogies

Handbook Of Research On Integrating Digital Technology With Literacy Pedagogies

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Author by : Sullivan, Pamela M.
Languange Used : en
Release Date : 2019-11-22
Publisher by : IGI Global

ISBN : 9781799802471

The allure and marketplace power of digital technologies continues to hold sway over the field of education with billions spent annually on technology in the United States alone. Literacy instruction at all levels is influenced by these evolving and ever-changing tools. While this opens the door to innovations in literacy curricula, it also adds a pedagogical responsibility to operate within a well-developed conceptual framework to ensure instruction is complemented or augmented by technology and does not become secondary to it. The Handbook of Research on Integrating Digital Technology With Literacy Pedagogies is a comprehensive research publication that considers the integration of digital technologies in all levels of literacy instruction and prepares the reader for inevitable technological advancements and changes. Covering a wide range of topics such as augmented reality, literacy, and online games, this book is essential for educators, administrators, IT specialists, curriculum developers, instructional designers, teaching professionals, academicians, researchers, education stakeholders, and students....