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Learning in Video Game Affinity Spaces

Learning in Video Game Affinity Spaces PDF Author: Elisabeth R. Hayes
Publisher: New Literacies and Digital Epistemologies
ISBN: 9781433109836
Category : Video games
Languages : en
Pages : 0

Book Description
The authors consider games as importantly, the social interactions around games, not in terms of how they should be managed or incorporated into existing educational structures, but for what they tell us about the forms of learning and literacy that are already instantiated within the use of these media.

Learning in Video Game Affinity Spaces

Learning in Video Game Affinity Spaces PDF Author: Elisabeth R. Hayes
Publisher: Peter Lang Incorporated, International Academic Publishers
ISBN: 9781433109843
Category : Video games
Languages : en
Pages : 0

Book Description
The authors consider games as importantly, the social interactions around games, not in terms of how they should be managed or incorporated into existing educational structures, but for what they tell us about the forms of learning and literacy that are already instantiated within the use of these media.

Games, Learning, and Society

Games, Learning, and Society PDF Author: Constance Steinkuehler
Publisher: Cambridge University Press
ISBN: 1139510215
Category : Psychology
Languages : en
Pages :

Book Description
This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.

Good Video Games + Good Learning

Good Video Games + Good Learning PDF Author: James Paul Gee
Publisher: New Literacies and Digital Epistemologies
ISBN: 9781433123931
Category : Apprentissage cognitif
Languages : en
Pages : 0

Book Description
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.

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 : 256

Book Description
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. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

Good Video Games + Good Learning

Good Video Games + Good Learning PDF Author: James Paul Gee
Publisher: Peter Lang
ISBN: 9780820497037
Category : Education
Languages : en
Pages : 212

Book Description
Textbook

The Oxford Handbook of Social Media and Music Learning

The Oxford Handbook of Social Media and Music Learning PDF Author: Janice L. Waldron
Publisher: Oxford University Press
ISBN: 0190660791
Category : Music
Languages : en
Pages : 656

Book Description
The rapid pace of technological change over the last decade, particularly the rise of social media, has deeply affected the ways in which we interact as individuals, in groups, and among institutions to the point that it is difficult to grasp what it would be like to lose access to this everyday aspect of modern life. The Oxford Handbook of Social Media and Music Learning investigates the ways in which social media is now firmly engrained in all aspects of music education, providing fascinating insights into the ways in which social media, musical participation, and musical learning are increasingly entwined. In five sections of newly commissioned chapters, a refreshing mix of junior and senior scholars tackle questions concerning the potential for formal and informal musical learning in a networked society. Beginning with an overview of community identity and the new musical self through social media, scholars explore intersections between digital, musical, and social constructs including the vernacular of born-digital performance, musical identity and projection, and the expanding definition of musical empowerment. The fifth section brings this handbook to full practical fruition, featuring firsthand accounts of digital musicians, students, and teachers in the field. The Oxford Handbook of Social Media and Music Learning opens up an international discussion of what it means to be a musical community member in an age of technologically mediated relationships that break down the limits of geographical, cultural, political, and economic place.

Developments in Current Game-Based Learning Design and Deployment

Developments in Current Game-Based Learning Design and Deployment PDF Author: Felicia, Patrick
Publisher: IGI Global
ISBN: 1466618655
Category : Education
Languages : en
Pages : 454

Book Description
Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes. Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.

Bridging Literacies with Videogames

Bridging Literacies with Videogames PDF Author: Hannah R. Gerber
Publisher: Springer
ISBN: 9462096686
Category : Education
Languages : en
Pages : 210

Book Description
Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.

Developing Video Game Literacy in the EFL Classroom

Developing Video Game Literacy in the EFL Classroom PDF 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.

The SAGE Encyclopedia of Out-of-School Learning

The SAGE Encyclopedia of Out-of-School Learning PDF Author: Kylie Peppler
Publisher: SAGE Publications
ISBN: 1483385205
Category : Education
Languages : en
Pages : 992

Book Description
The SAGE Encyclopedia of Out-of-School Learning documents what the best research has revealed about out-of-school learning: what facilitates or hampers it; where it takes place most effectively; how we can encourage it to develop talents and strengthen communities; and why it matters. Key features include: Approximately 260 articles organized A-to-Z in 2 volumes available in a choice of electronic or print formats. Signed articles, specially commissioned for this work and authored by key figures in the field, conclude with Cross References and Further Readings to guide students to the next step in a research journey. Reader’s Guide groups related articles within broad, thematic areas to make it easy for readers to spot additional relevant articles at a glance. Detailed Index, the Reader’s Guide, and Cross References combine for search-and-browse in the electronic version. Resource Guide points to classic books, journals, and web sites, including those of key associations.