Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning

Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning PDF Author: David Seelow
Publisher: CRC Press
ISBN: 1000818942
Category : Computers
Languages : en
Pages : 299

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Book Description
All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.

Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning

Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning PDF Author: David Seelow
Publisher: CRC Press
ISBN: 1000818942
Category : Computers
Languages : en
Pages : 299

Get Book

Book Description
All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.

Routledge Handbook of Social Psychology of Tourism

Routledge Handbook of Social Psychology of Tourism PDF Author: Dogan Gursoy
Publisher: Routledge
ISBN: 1000579794
Category : Business & Economics
Languages : en
Pages : 501

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Book Description
The impacts of tourism, an increasingly crucial area of study amongst researchers, are primarily investigated through economic, socio-cultural or environmental perspectives. The social psychological effects of tourism have not been adequately researched despite often being much more important for many destinations, especially where conflicts among different stakeholders exist. This book investigates the social psychological effects of tourism within the scope of social psychology theory. This book introduces the concept of social psychology, as distinct from psychology and sociology, and its relationship to tourism, examines tourism within various theoretical frameworks, e.g. career ladder theory and Maslow’s 7 hierarchy, explores the ways in which tourism changes attitudes and finally investigates social psychological issues in tourism business. It is an important resource for advanced undergraduates, graduate students and relevant practitioners in the field of tourism, and in some cases for a broader public in the field of social psychology.

Teacher Education in the 21st Century

Teacher Education in the 21st Century PDF Author: Maria Jose Hernández-Serrano
Publisher: BoD – Books on Demand
ISBN: 1839687924
Category : Education
Languages : en
Pages : 379

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Book Description
In the face of unprecedented disruption from the COVID-19 pandemic and the rapid acceleration of digital technologies, it is necessary to rethink the competences required by teachers for meeting new and flexible learning demands. Teacher training is an area constantly evolving along with emerging social challenges that are transforming educational institutions and agents. This book provides teachers with skills, innovative solutions, cutting-edge studies, and methodologies to meet education and training system demands. In our changing world, preparing teachers worldwide for the challenges and shifts of this era involves the opportunity to exchange theories, practices, and experiences such as those contained in this book.

Video Games and Creativity

Video Games and Creativity PDF Author:
Publisher: Academic Press
ISBN: 0128017058
Category : Psychology
Languages : en
Pages : 330

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Book Description
Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity? Is there a place for video games in the classroom? What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. Summarizes research relating to creativity and video games Incorporates creativity research on both game design and game play Discusses physical design, game mechanics, coding, and more Investigates how video games may encourage creative problem solving Highlights applications of video games for educational purposes

Deeper Learning, Dialogic Learning, and Critical Thinking

Deeper Learning, Dialogic Learning, and Critical Thinking PDF Author: Emmanuel Manalo
Publisher: Routledge
ISBN: 100062742X
Category : Education
Languages : en
Pages : 394

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Book Description
Deeper learning, dialogic learning, and critical thinking are essential capabilities in the 21st-century environments we now operate. Apart from being important in themselves, they are also crucial in enabling the acquisition of many other 21st-century skills/capabilities such as problem solving, collaborative learning, innovation, information and media literacy, and so on. However, the majority of teachers in schools and instructors in higher education are inadequately prepared for the task of promoting deeper learning, dialogic learning, and critical thinking in their students. This is despite the fact that there are educational researchers who are developing and evaluating strategies for such promotion. The problem is bridging the gap between the educational researchers’ work and what gets conveyed to teachers and instructors as evidence-based, usable strategies. This book addresses that gap: in it, leading scholars from around the world describe strategies they have developed for successfully cultivating students’ capabilities for deeper learning and transfer of what they learn, dialogic learning and effective communication, and critical thought. They explore connections in the promotion of these capabilities, and they provide, in accessible form, research evidence demonstrating the efficacy of the strategies. They also discuss answers to the questions of how and why the strategies work. A seminal resource, this book creates tangible links between innovative educational research and classroom teaching practices to address the all-important question of how we can realize our ideals for education in the 21st century. It is a must read for pre-service and in-service teachers, teacher educators and professional developers, and educational researchers who truly care that we deliver education that will prepare and serve students for life.

Gaming the Past

Gaming the Past PDF Author: Jeremiah McCall
Publisher: Routledge
ISBN: 1136832092
Category : Education
Languages : en
Pages : 198

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Book Description
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.

Critical Thinking

Critical Thinking PDF Author: Jennifer Moon
Publisher: Routledge
ISBN: 1134127715
Category : Education
Languages : en
Pages : 250

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Book Description
In this book, Jennifer Moon explores and clarifies critical thinking and provides practical guidance for improving student learning and supporting the teaching process. Key themes covered include: different views of and approaches to critical thinking with an emphasis on a practical basis that can be translated into use in the classroom. links between learning, thinking and writing the place of critical thinking alongside other academic activities such as reflective learning and argument critical thinking and assessment, class environments, staff knowledge and development, writing tasks and oral tasks. Teachers in all disciplines in post-compulsory education will find this approach to defining and improving students’ critical thinking skills invaluable.

The Praeger Handbook of Education and Psychology

The Praeger Handbook of Education and Psychology PDF Author: Raymond Horn
Publisher: Bloomsbury Publishing USA
ISBN: 0313014809
Category : Education
Languages : en
Pages : 1065

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Book Description
Cognition, mind, counseling psychology, lesson plans, learning styles, and Vygotsky are just a few of the many subjects discussed in this exciting work. Educators, students, counselors, parents, and others will find new understanding as they read and browse. How does the immigrant experience affect student outcomes? What are the effects of poverty on standardized testing? How can a teacher or parent develop study skills in the special needs learner? What is the effect of the school environment on students? What are the larger issues at work in educating students of diverse races, cultures, and classes. This work, a rethinking of school psychology, will be an essential resource for anyone who is interested in teaching and learning. It combines effective, traditional knowledge with contemporary insights into the nature of today's schools and students.

Getting Smart

Getting Smart PDF Author: Tom Vander Ark
Publisher: John Wiley & Sons
ISBN: 1118115872
Category : Education
Languages : en
Pages : 240

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Book Description
A comprehensive look at the promise and potential of online learning In our digital age, students have dramatically new learning needs and must be prepared for the idea economy of the future. In Getting Smart, well-known global education expert Tom Vander Ark examines the facets of educational innovation in the United States and abroad. Vander Ark makes a convincing case for a blend of online and onsite learning, shares inspiring stories of schools and programs that effectively offer "personal digital learning" opportunities, and discusses what we need to do to remake our schools into "smart schools." Examines the innovation-driven world, discusses how to combine online and onsite learning, and reviews "smart tools" for learning Investigates the lives of learning professionals, outlines the new employment bargain, examines online universities and "smart schools" Makes the case for smart capital, advocates for policies that create better learning, studies smart cultures

Confronting the Challenges of Participatory Culture

Confronting the Challenges of Participatory Culture PDF Author: Henry Jenkins
Publisher: MIT Press
ISBN: 0262513625
Category : Technology & Engineering
Languages : en
Pages : 146

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Book Description
Many teens today who use the Internet are actively involved in participatory cultures—joining online communities (Facebook, message boards, game clans), producing creative work in new forms (digital sampling, modding, fan videomaking, fan fiction), working in teams to complete tasks and develop new knowledge (as in Wikipedia), and shaping the flow of media (as in blogging or podcasting). A growing body of scholarship suggests potential benefits of these activities, including opportunities for peer-to-peer learning, development of skills useful in the modern workplace, and a more empowered conception of citizenship. Some argue that young people pick up these key skills and competencies on their own by interacting with popular culture; but the problems of unequal access, lack of media transparency, and the breakdown of traditional forms of socialization and professional training suggest a role for policy and pedagogical intervention. This report aims to shift the conversation about the "digital divide" from questions about access to technology to questions about access to opportunities for involvement in participatory culture and how to provide all young people with the chance to develop the cultural competencies and social skills needed. Fostering these skills, the authors argue, requires a systemic approach to media education; schools, afterschool programs, and parents all have distinctive roles to play. The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning