Author: Henry Lowood
Publisher: MIT Press
ISBN: 0262294923
Category : Games & Activities
Languages : en
Pages : 356
Book Description
The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners. Over the last decade, machinima—the use of computer game engines to create movies—has emerged as a vibrant area in digital culture. Machinima as a filmmaking tool grew from the bottom up, driven by enthusiasts who taught themselves to deploy technologies from computer games to create animated films quickly and cheaply. The Machinima Reader is the first critical overview of this rapidly developing field. The contributors include both academics and artist-practitioners. They explore machinima from multiple perspectives, ranging from technical aspects of machinima, from real-time production to machinima as a performative and cinematic medium, while paying close attention to the legal, cultural, and pedagogical contexts for machinima. The Machinima Reader extends critical debates originating within the machinima community to a wider audience and provides a foundation for scholarly work from a variety of disciplines. This is the first book to chart the emergence of machinima as a game-based cultural production that spans technologies and media, forming new communities of practice on its way to a history, an aesthetic, and a market.
The Literacy Game
Author: John Stannard
Publisher: Routledge
ISBN: 1134115814
Category : Education
Languages : en
Pages : 391
Book Description
Containing invaluable insights from the original director of the National Literary Strategy (NLS) and its director of training, this book provides the only systematic exploration of the reform programme. A vital introduction and critical appraisal for pracititioners and students, The Literacy Game examines the origins, evolution and impact of the NLS, and provides a fully comprehensive contribution to the teaching of literacy and the management of educational change. This illuminating text: sets out the political background and context to literacy education in England over a decade from 1996 to 2006 explains and appraises the rationale and design underpinning the NLS, thereby rebutting some of the folk-lore that has built up around it provides an example of the principles and practices of large-scale system change links the NLS to wider global research on system change and educational reform evaluates the contribution of the NLS in advancing knowledge of the literacy curriculum in English and the development of pedagogy as a whole considers the impact and consequences of the NLS on standards of literacy. The Literacy Game is an enlightening book which will appeal to all policy makers and academics who are keen to know what did and did not work in the NLS and why.
Publisher: Routledge
ISBN: 1134115814
Category : Education
Languages : en
Pages : 391
Book Description
Containing invaluable insights from the original director of the National Literary Strategy (NLS) and its director of training, this book provides the only systematic exploration of the reform programme. A vital introduction and critical appraisal for pracititioners and students, The Literacy Game examines the origins, evolution and impact of the NLS, and provides a fully comprehensive contribution to the teaching of literacy and the management of educational change. This illuminating text: sets out the political background and context to literacy education in England over a decade from 1996 to 2006 explains and appraises the rationale and design underpinning the NLS, thereby rebutting some of the folk-lore that has built up around it provides an example of the principles and practices of large-scale system change links the NLS to wider global research on system change and educational reform evaluates the contribution of the NLS in advancing knowledge of the literacy curriculum in English and the development of pedagogy as a whole considers the impact and consequences of the NLS on standards of literacy. The Literacy Game is an enlightening book which will appeal to all policy makers and academics who are keen to know what did and did not work in the NLS and why.
What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
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.
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
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.
The Machinima Reader
Author: Henry Lowood
Publisher: MIT Press
ISBN: 0262294923
Category : Games & Activities
Languages : en
Pages : 356
Book Description
The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners. Over the last decade, machinima—the use of computer game engines to create movies—has emerged as a vibrant area in digital culture. Machinima as a filmmaking tool grew from the bottom up, driven by enthusiasts who taught themselves to deploy technologies from computer games to create animated films quickly and cheaply. The Machinima Reader is the first critical overview of this rapidly developing field. The contributors include both academics and artist-practitioners. They explore machinima from multiple perspectives, ranging from technical aspects of machinima, from real-time production to machinima as a performative and cinematic medium, while paying close attention to the legal, cultural, and pedagogical contexts for machinima. The Machinima Reader extends critical debates originating within the machinima community to a wider audience and provides a foundation for scholarly work from a variety of disciplines. This is the first book to chart the emergence of machinima as a game-based cultural production that spans technologies and media, forming new communities of practice on its way to a history, an aesthetic, and a market.
Publisher: MIT Press
ISBN: 0262294923
Category : Games & Activities
Languages : en
Pages : 356
Book Description
The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners. Over the last decade, machinima—the use of computer game engines to create movies—has emerged as a vibrant area in digital culture. Machinima as a filmmaking tool grew from the bottom up, driven by enthusiasts who taught themselves to deploy technologies from computer games to create animated films quickly and cheaply. The Machinima Reader is the first critical overview of this rapidly developing field. The contributors include both academics and artist-practitioners. They explore machinima from multiple perspectives, ranging from technical aspects of machinima, from real-time production to machinima as a performative and cinematic medium, while paying close attention to the legal, cultural, and pedagogical contexts for machinima. The Machinima Reader extends critical debates originating within the machinima community to a wider audience and provides a foundation for scholarly work from a variety of disciplines. This is the first book to chart the emergence of machinima as a game-based cultural production that spans technologies and media, forming new communities of practice on its way to a history, an aesthetic, and a market.
Game-based Learning Across the Disciplines
Author: Carmela Aprea
Publisher: Springer Nature
ISBN: 3030751422
Category : Education
Languages : en
Pages : 427
Book Description
The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.
Publisher: Springer Nature
ISBN: 3030751422
Category : Education
Languages : en
Pages : 427
Book Description
The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.
Learning Games
Author: Scott J. Warren
Publisher: Springer
ISBN: 3319468294
Category : Education
Languages : en
Pages : 262
Book Description
This book provides an overview of the design and development of learning games using examples from those created by the authors over last decade. It provides lessons learned about processes, successful approaches, and pitfalls that befall developers of learning games and educational transmedia experiences. The book includes stories from the authors’ lives that give context to why and how they built these products to help the reader understand whether or not building a learning game is right for them and what challenges they might face. It also gives a framework for thinking ethically about design and research when it comes to designing complex digital systems like educational games. /div
Publisher: Springer
ISBN: 3319468294
Category : Education
Languages : en
Pages : 262
Book Description
This book provides an overview of the design and development of learning games using examples from those created by the authors over last decade. It provides lessons learned about processes, successful approaches, and pitfalls that befall developers of learning games and educational transmedia experiences. The book includes stories from the authors’ lives that give context to why and how they built these products to help the reader understand whether or not building a learning game is right for them and what challenges they might face. It also gives a framework for thinking ethically about design and research when it comes to designing complex digital systems like educational games. /div
What Is a Game?
Author: Gaines S. Hubbell
Publisher: McFarland
ISBN: 1476639019
Category : Games & Activities
Languages : en
Pages : 292
Book Description
What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.
Publisher: McFarland
ISBN: 1476639019
Category : Games & Activities
Languages : en
Pages : 292
Book Description
What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.
The dark and the light side of gaming
Author: Felix Reer
Publisher: Frontiers Media SA
ISBN: 2832543367
Category : Science
Languages : en
Pages : 199
Book Description
Publisher: Frontiers Media SA
ISBN: 2832543367
Category : Science
Languages : en
Pages : 199
Book Description
Virtual Literacies
Author: Guy Merchant
Publisher: Routledge
ISBN: 0415899605
Category : Computers
Languages : en
Pages : 281
Book Description
This book provides an evaluation and appreciation of the learning, teaching and instruction that can occur in digital environments. Mass media accounts of digital culture are invariably predicated on a technologically determinist vision, on the one hand promoting a utopian view of the future while on the other fueling moral panic by emphasizing views of alienation and danger in life online. In this book, children, young people and those who work with them are revealed as active agents with possibilities to navigate new paths.
Publisher: Routledge
ISBN: 0415899605
Category : Computers
Languages : en
Pages : 281
Book Description
This book provides an evaluation and appreciation of the learning, teaching and instruction that can occur in digital environments. Mass media accounts of digital culture are invariably predicated on a technologically determinist vision, on the one hand promoting a utopian view of the future while on the other fueling moral panic by emphasizing views of alienation and danger in life online. In this book, children, young people and those who work with them are revealed as active agents with possibilities to navigate new paths.
Coding Literacy
Author: Annette Vee
Publisher: MIT Press
ISBN: 026203624X
Category : Computers
Languages : en
Pages : 375
Book Description
How the theoretical tools of literacy help us understand programming in its historical, social and conceptual contexts. The message from educators, the tech community, and even politicians is clear: everyone should learn to code. To emphasize the universality and importance of computer programming, promoters of coding for everyone often invoke the concept of “literacy,” drawing parallels between reading and writing code and reading and writing text. In this book, Annette Vee examines the coding-as-literacy analogy and argues that it can be an apt rhetorical frame. The theoretical tools of literacy help us understand programming beyond a technical level, and in its historical, social, and conceptual contexts. Viewing programming from the perspective of literacy and literacy from the perspective of programming, she argues, shifts our understandings of both. Computer programming becomes part of an array of communication skills important in everyday life, and literacy, augmented by programming, becomes more capacious. Vee examines the ways that programming is linked with literacy in coding literacy campaigns, considering the ideologies that accompany this coupling, and she looks at how both writing and programming encode and distribute information. She explores historical parallels between writing and programming, using the evolution of mass textual literacy to shed light on the trajectory of code from military and government infrastructure to large-scale businesses to personal use. Writing and coding were institutionalized, domesticated, and then established as a basis for literacy. Just as societies demonstrated a “literate mentality” regardless of the literate status of individuals, Vee argues, a “computational mentality” is now emerging even though coding is still a specialized skill.
Publisher: MIT Press
ISBN: 026203624X
Category : Computers
Languages : en
Pages : 375
Book Description
How the theoretical tools of literacy help us understand programming in its historical, social and conceptual contexts. The message from educators, the tech community, and even politicians is clear: everyone should learn to code. To emphasize the universality and importance of computer programming, promoters of coding for everyone often invoke the concept of “literacy,” drawing parallels between reading and writing code and reading and writing text. In this book, Annette Vee examines the coding-as-literacy analogy and argues that it can be an apt rhetorical frame. The theoretical tools of literacy help us understand programming beyond a technical level, and in its historical, social, and conceptual contexts. Viewing programming from the perspective of literacy and literacy from the perspective of programming, she argues, shifts our understandings of both. Computer programming becomes part of an array of communication skills important in everyday life, and literacy, augmented by programming, becomes more capacious. Vee examines the ways that programming is linked with literacy in coding literacy campaigns, considering the ideologies that accompany this coupling, and she looks at how both writing and programming encode and distribute information. She explores historical parallels between writing and programming, using the evolution of mass textual literacy to shed light on the trajectory of code from military and government infrastructure to large-scale businesses to personal use. Writing and coding were institutionalized, domesticated, and then established as a basis for literacy. Just as societies demonstrated a “literate mentality” regardless of the literate status of individuals, Vee argues, a “computational mentality” is now emerging even though coding is still a specialized skill.
Adolescent Boy’s Literate Identity
Author: Mary Rice
Publisher: Emerald Group Publishing
ISBN: 0857249053
Category : Education
Languages : en
Pages : 160
Book Description
A representation of a narrative inquiry conducted with five ninth grade boys that were identified as displaying multiple literacies, looking specifically at how these boys storied their literate identities.
Publisher: Emerald Group Publishing
ISBN: 0857249053
Category : Education
Languages : en
Pages : 160
Book Description
A representation of a narrative inquiry conducted with five ninth grade boys that were identified as displaying multiple literacies, looking specifically at how these boys storied their literate identities.