Author:
Publisher: BRILL
ISBN: 9004429840
Category : Education
Languages : en
Pages : 120
Book Description
Recognizing the vast numbers of old and young people alike that interact, socialize, and learn through gameplay, this book explores research approaches to games, their literacies, and the pedagogical possibilities of play. Consequentially, this volume is rooted in the idea that powerful forms of learning, communication, and multimodal production occur through and because of gaming. These profound literacy practices can mirror traditional literacies but the educational field’s approach to engaging in a pedagogy of playful literacies has been largely scattershot. By bringing together diverse voices, contexts, and research designs, the chapters in this volume present a snapshot of 21st century literacy practices at work and at play. Organized into two parts, Studying Gaming Literacies explores the rich methodological approaches to gaming literacies scholarship as well as the possibilities of engaging in research in both classrooms and informal learning settings. With a robust set of context-specific approaches, this book acts less as a how-to manual for equity-driven scholarship than as a companion to support and undergird other research and pedagogical approaches to play and gaming in literacy-rich learning environments. Focused on presenting scholarly approaches to gaming research, this volume, too, presents pedagogical takeaways for educators, for students, and for game designers and curators. Across the seven case studies presented in this volume, we call for intentional playful practices in educational research. The literacies of play are myriad and complex and – particularly in the name of educational equity – they demand to be studied, uplifted, and leveraged for academic achievement. Contributors are: Jolynn Asato, Ali Carr-Chellman, Sebastián Castaño, Laura D’Aveta, Jennifer S. Dail, Jason Engerman, James Paul Gee, Robert Hein, Michael Hernandez, Ellen Middaugh, Raúl Alberto Mora , Shannon Mortimore-Smith, Tyrone Steven Orrego, Daniel Ramírez, Nate Turcotte, Shelbie Witte, and Jennifer Wyld.
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.
Studying Gaming Literacies
Author:
Publisher: BRILL
ISBN: 9004429840
Category : Education
Languages : en
Pages : 120
Book Description
Recognizing the vast numbers of old and young people alike that interact, socialize, and learn through gameplay, this book explores research approaches to games, their literacies, and the pedagogical possibilities of play. Consequentially, this volume is rooted in the idea that powerful forms of learning, communication, and multimodal production occur through and because of gaming. These profound literacy practices can mirror traditional literacies but the educational field’s approach to engaging in a pedagogy of playful literacies has been largely scattershot. By bringing together diverse voices, contexts, and research designs, the chapters in this volume present a snapshot of 21st century literacy practices at work and at play. Organized into two parts, Studying Gaming Literacies explores the rich methodological approaches to gaming literacies scholarship as well as the possibilities of engaging in research in both classrooms and informal learning settings. With a robust set of context-specific approaches, this book acts less as a how-to manual for equity-driven scholarship than as a companion to support and undergird other research and pedagogical approaches to play and gaming in literacy-rich learning environments. Focused on presenting scholarly approaches to gaming research, this volume, too, presents pedagogical takeaways for educators, for students, and for game designers and curators. Across the seven case studies presented in this volume, we call for intentional playful practices in educational research. The literacies of play are myriad and complex and – particularly in the name of educational equity – they demand to be studied, uplifted, and leveraged for academic achievement. Contributors are: Jolynn Asato, Ali Carr-Chellman, Sebastián Castaño, Laura D’Aveta, Jennifer S. Dail, Jason Engerman, James Paul Gee, Robert Hein, Michael Hernandez, Ellen Middaugh, Raúl Alberto Mora , Shannon Mortimore-Smith, Tyrone Steven Orrego, Daniel Ramírez, Nate Turcotte, Shelbie Witte, and Jennifer Wyld.
Publisher: BRILL
ISBN: 9004429840
Category : Education
Languages : en
Pages : 120
Book Description
Recognizing the vast numbers of old and young people alike that interact, socialize, and learn through gameplay, this book explores research approaches to games, their literacies, and the pedagogical possibilities of play. Consequentially, this volume is rooted in the idea that powerful forms of learning, communication, and multimodal production occur through and because of gaming. These profound literacy practices can mirror traditional literacies but the educational field’s approach to engaging in a pedagogy of playful literacies has been largely scattershot. By bringing together diverse voices, contexts, and research designs, the chapters in this volume present a snapshot of 21st century literacy practices at work and at play. Organized into two parts, Studying Gaming Literacies explores the rich methodological approaches to gaming literacies scholarship as well as the possibilities of engaging in research in both classrooms and informal learning settings. With a robust set of context-specific approaches, this book acts less as a how-to manual for equity-driven scholarship than as a companion to support and undergird other research and pedagogical approaches to play and gaming in literacy-rich learning environments. Focused on presenting scholarly approaches to gaming research, this volume, too, presents pedagogical takeaways for educators, for students, and for game designers and curators. Across the seven case studies presented in this volume, we call for intentional playful practices in educational research. The literacies of play are myriad and complex and – particularly in the name of educational equity – they demand to be studied, uplifted, and leveraged for academic achievement. Contributors are: Jolynn Asato, Ali Carr-Chellman, Sebastián Castaño, Laura D’Aveta, Jennifer S. Dail, Jason Engerman, James Paul Gee, Robert Hein, Michael Hernandez, Ellen Middaugh, Raúl Alberto Mora , Shannon Mortimore-Smith, Tyrone Steven Orrego, Daniel Ramírez, Nate Turcotte, Shelbie Witte, and Jennifer Wyld.
Learning by Playing
Author: Fran Blumberg
Publisher: Oxford University Press, USA
ISBN: 019989664X
Category : Education
Languages : en
Pages : 386
Book Description
There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.
Publisher: Oxford University Press, USA
ISBN: 019989664X
Category : Education
Languages : en
Pages : 386
Book Description
There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.
Game-based Learning in Action
Author: Matthew Farber
Publisher: New Literacies and Digital Epistemologies
ISBN: 9781433144745
Category : Educational games
Languages : en
Pages : 0
Book Description
Matthew Farber's Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games showcases how one affinity group of K12 educators--known as "The Tribe"--teaches with games.
Publisher: New Literacies and Digital Epistemologies
ISBN: 9781433144745
Category : Educational games
Languages : en
Pages : 0
Book Description
Matthew Farber's Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games showcases how one affinity group of K12 educators--known as "The Tribe"--teaches with games.
A Pedagogy of Multiliteracies
Author: New London Group
Publisher:
ISBN: 9781875940295
Category : Education
Languages : en
Pages : 38
Book Description
Publisher:
ISBN: 9781875940295
Category : Education
Languages : en
Pages : 38
Book Description
Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends
Author: Ferdig, Richard E.
Publisher: IGI Global
ISBN: 1466600306
Category : Computers
Languages : en
Pages : 389
Book Description
Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality. Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business. Exploring psychological, social, and cultural implications of games and simulations, as well as policies related to their design and development, this reference aims to support the work of researchers in this growing field, as well as bridge the gap between theory and practice in the application of electronic games to everyday situations.
Publisher: IGI Global
ISBN: 1466600306
Category : Computers
Languages : en
Pages : 389
Book Description
Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality. Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business. Exploring psychological, social, and cultural implications of games and simulations, as well as policies related to their design and development, this reference aims to support the work of researchers in this growing field, as well as bridge the gap between theory and practice in the application of electronic games to everyday situations.
ECGBL 2017 11th European Conference on Game-Based Learning
Author:
Publisher: Academic Conferences and publishing limited
ISBN: 1911218573
Category :
Languages : en
Pages : 1007
Book Description
Publisher: Academic Conferences and publishing limited
ISBN: 1911218573
Category :
Languages : en
Pages : 1007
Book Description
Developing Video Game Literacy in the EFL Classroom
Author: Roger Dale Jones
Publisher: Narr Francke Attempto Verlag
ISBN: 3823392484
Category : Literary Criticism
Languages : en
Pages : 364
Book Description
Video games are a major source of contact to English language and culture, and the need to develop critical video game competency is high. This text presents reasons for (and defines) video game literacy for the English as a foreign language classroom as well as empirical research which covers problems and potentials of game topics in the classroom. This book offers as a result of the theoretical and empirical research countless ideas for task and material design, teacher education, theoretical and conceptual development of video game literacy and impulses for future empirical research.
Publisher: Narr Francke Attempto Verlag
ISBN: 3823392484
Category : Literary Criticism
Languages : en
Pages : 364
Book Description
Video games are a major source of contact to English language and culture, and the need to develop critical video game competency is high. This text presents reasons for (and defines) video game literacy for the English as a foreign language classroom as well as empirical research which covers problems and potentials of game topics in the classroom. This book offers as a result of the theoretical and empirical research countless ideas for task and material design, teacher education, theoretical and conceptual development of video game literacy and impulses for future empirical research.
Proceedings of the 17th European Conference on Game-Based Learning
Author: Ton Spil
Publisher: Academic Conferences and publishing limited
ISBN: 1914587898
Category : Education
Languages : en
Pages : 950
Book Description
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.
Publisher: Academic Conferences and publishing limited
ISBN: 1914587898
Category : Education
Languages : en
Pages : 950
Book Description
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.
Gaming Lives in the Twenty-First Century
Author: G. Hawisher
Publisher: Springer
ISBN: 0230601766
Category : Psychology
Languages : en
Pages : 275
Book Description
This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.
Publisher: Springer
ISBN: 0230601766
Category : Psychology
Languages : en
Pages : 275
Book Description
This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.