Learn the Language of Video Games

Learn the Language of Video Games PDF Author: William Anthony
Publisher: Enslow Publishing, LLC
ISBN: 1978524943
Category : Juvenile Nonfiction
Languages : en
Pages : 34

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Book Description
The video game industry isn’t slowing down. It’s only finding new ways and platforms from which to engage users. Even the youngest elementary students now often have experience with some kinds of video games! Nonetheless, the vocabulary used to talk about video games can seem foreign and extensive. Readers are introduced to the essential terms gamers use in this helpful book. Definitions are written at-level for young readers and word games throughout the book aid in comprehension and memory.

Learn the Language of Video Games

Learn the Language of Video Games PDF Author: William Anthony
Publisher: Enslow Publishing, LLC
ISBN: 1978524943
Category : Juvenile Nonfiction
Languages : en
Pages : 34

Get Book Here

Book Description
The video game industry isn’t slowing down. It’s only finding new ways and platforms from which to engage users. Even the youngest elementary students now often have experience with some kinds of video games! Nonetheless, the vocabulary used to talk about video games can seem foreign and extensive. Readers are introduced to the essential terms gamers use in this helpful book. Definitions are written at-level for young readers and word games throughout the book aid in comprehension and memory.

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 PDF Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233

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Book Description
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.

Learn to Play

Learn to Play PDF Author: Matthew M. White
Publisher: CRC Press
ISBN: 1482220210
Category : Computers
Languages : en
Pages : 168

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Book Description
See How to Unobtrusively Incorporate Good Teaching into Your Game's MechanicsLearn to Play: Designing Tutorials for Video Games shows how to embed a tutorial directly into your game design mechanics so that your games naturally and comfortably teach players to have fun. The author deciphers years of research in game studies, education, psychology,

Teaching with Video Games an English Language Arts Unit

Teaching with Video Games an English Language Arts Unit PDF Author: Zachary Hartzman
Publisher:
ISBN: 9781955406123
Category :
Languages : en
Pages :

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Book Description


Play to Learn

Play to Learn PDF Author: Tianshi Hao
Publisher:
ISBN: 9781636766362
Category : Education
Languages : en
Pages : 276

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Book Description
Play to Learn: How to Use Video Games to Learn a New Language is a comprehensive examination of how the integration of video games into language learning can greatly increase long-term new language acquisition. It explores the benefits, applications, and concerns surrounding video games and their place in our modern classrooms. In addition, Play to Learn cites research on how students can learn a new language when an educator is present or absent, supplemented with personal stories and real gameplay examples. In this book, you'll learn about Language learning theories plus personal gameplay goals and experiences Research on language learning using video games in both individual and classroom settings Detailed and verified steps to guide you to learn a new language using video games as a tool Used as a resource and guidebook, Play to Learn will guide you step-by-step on how to set language learning goals, select proper games, and offers a timeline and assessment scale to measure your progress. Through expert opinions and an investigation of how video games can positively influence traditional classroom learning, this book helps diminish much of the negativity surrounding the use of video games to learn in our modern world.

Research Based Bilingual Instruction

Research Based Bilingual Instruction PDF Author: Maryann Hasso
Publisher: Rowman & Littlefield
ISBN: 1793635382
Category : Education
Languages : en
Pages : 117

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Book Description
The topic of English learners and multiple modalities represents an important topic to study because teachers become overwhelmed managing classrooms. Research Based Bilingual Education: The Impact of Multiple Modalities in a K-12 English Learner Classroom seeks to uncover these modalities by focusing on spatial, kinesthetic, musical, and interpersonal intelligence. With a specific emphasis on spatial intelligence, this book explores this concept as a way for English Learners to recall and use language with text that creates images or pictures in a student's brain. It allows them to see language in other ways without having to use a translation device to define words. Ultimately, the author argues that ELs use spatial intelligence to help them visually remember concepts. Students who are learning English as a second language need to interact with others, such as their peers, to help them.

Integrating Video Game Research and Practice in Library and Information Science

Integrating Video Game Research and Practice in Library and Information Science PDF Author: Ratliff, Jacob A.
Publisher: IGI Global
ISBN: 1466681764
Category : Language Arts & Disciplines
Languages : en
Pages : 316

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Book Description
Video games are now a ubiquitous form of media used by the majority of the American population. However, the academic research field surrounding this genre does not accurately reflect the pervasive influence of video games. The field of library and information sciences helps provide the necessary foundational support for this media. Integrating Video Game Research and Practice in Library and Information Science brings together video gaming culture and its unique forms of communication with information behavior research. By detailing the nuances of video games and their influence, this reference book reveals communication patterns within society and provides comprehensive background and analysis for libraries, librarians, and information professionals.

Dialect

Dialect PDF Author: Hakan Seyalioglu
Publisher:
ISBN: 9780999870013
Category :
Languages : en
Pages :

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Book Description


The Foundation For Creating Video Games

The Foundation For Creating Video Games PDF Author: Austin Onwudachi
Publisher: Chikosolutions
ISBN:
Category : Education
Languages : en
Pages : 15

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Book Description
In this ebook, The Foundation For Creating Video Games you will learn how to create your very own video game. Brainstorming ideas, story design, principals of game design, picking a genre, such as adventure or RPG, and decide which platform you want your game to be on, like PC or mobile. Then, write out a preliminary design for the idea of your game, with a few core concepts and corresponding key features.

Handbook of Research on Teacher and Student Perspectives on the Digital Turn in Education

Handbook of Research on Teacher and Student Perspectives on the Digital Turn in Education PDF Author: Karpava, Sviatlana
Publisher: IGI Global
ISBN: 166844447X
Category : Education
Languages : en
Pages : 586

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Book Description
In recent years, the traditional way of teaching has been substituted by online teaching. Teachers have had to think about efficient and effective teaching methods and activities in online delivery that can keep students interested and engaged. It is important to examine teacher cognition and its relevance to classroom management and teaching practice as the role of technology in teaching and learning cannot be overestimated. The Handbook of Research on Teacher and Student Perspectives on the Digital Turn in Education examines the cognitions of teachers and students, their attitudes and perceptions regarding online teaching, and their personal experiences and challenges regarding the use of online platforms and digital tools. This book discusses the implementation of digital technologies in primary, secondary, and tertiary education that facilitates the learning and teaching process and creates a student-centered environment. Covering topics such as digital literacy, student engagement, and pedagogy, this reference work is an essential resource for practitioners, scholars, administrators, policymakers, researchers, academicians, instructors, and students.