EBookClubs

Read Books & Download eBooks Full Online

EBookClubs

Read Books & Download eBooks Full Online

Book Bridging Literacies with Videogames

Download or read book Bridging Literacies with Videogames written by Hannah R. Gerber and published by Springer. This book was released on 2014-09-23 with total page 227 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book What Video Games Have to Teach Us About Learning and Literacy  Second Edition

Download or read book What Video Games Have to Teach Us About Learning and Literacy Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book The Video Game Debate 2

Download or read book The Video Game Debate 2 written by Rachel Kowert and published by Routledge. This book was released on 2020-11-29 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Book Video Games and Learning

Download or read book Video Games and Learning written by Kurt Squire and published by Teachers College Press. This book was released on 2011-07-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.

Book Why Video Games are Good for Your Soul

Download or read book Why Video Games are Good for Your Soul written by James Paul Gee and published by Common Ground. This book was released on 2005 with total page 132 pages. Available in PDF, EPUB and Kindle. Book excerpt: Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people.

Book Critical Digital Literacies  Boundary Crossing Practices

Download or read book Critical Digital Literacies Boundary Crossing Practices written by and published by BRILL. This book was released on 2021-07-05 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this volume, contributors advance the theories and praxis of Critical Digital Literacies. Aimed at literacy, teacher education, and English Education practitioners, this volume explores critical practices with digital tools, with a pronounced focus on social justice.

Book Videogames  Libraries  and the Feedback Loop

Download or read book Videogames Libraries and the Feedback Loop written by Sandra Schamroth Abrams and published by Emerald Group Publishing. This book was released on 2021-04-22 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offering a fresh understanding of the learning potential of youth videogaming in public libraries, and delving into research-based accounts which showcase feedback mechanisms that nurture meaningful learning, Abrams and Gerber equip readers to re-envision library programming that specifically features youth videogame play.

Book Studying Gaming Literacies

Download or read book Studying Gaming Literacies written by and published by BRILL. This book was released on 2020-04-06 with total page 120 pages. Available in PDF, EPUB and Kindle. Book excerpt: Organized into two sections, 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.

Book Disciplinary Literacy Connections to Popular Culture in K 12 Settings

Download or read book Disciplinary Literacy Connections to Popular Culture in K 12 Settings written by Haas, Leslie and published by IGI Global. This book was released on 2020-11-13 with total page 423 pages. Available in PDF, EPUB and Kindle. Book excerpt: Literacy and popular culture are intrinsically linked as forms of communication, entertainment, and education. Students are motivated to engage with popular culture through a myriad of mediums for a variety of purposes. Utilizing popular culture to bridge literacy concepts across content areas in K-12 settings offers a level playing field across student groups and grade levels. As concepts around traditional literacy education evolve and become more culturally responsive, the connections between popular culture and disciplinary literacy must be explored. Disciplinary Literacy Connections to Popular Culture in K-12 Settings is an essential publication that explores a conceptual framework around pedagogical connections to popular culture. While highlighting a broad range of topics including academic creativity, interdisciplinary storytelling, and skill development, this book is ideally designed for educators, curriculum developers, instructional designers, administrative officials, policymakers, researchers, academicians, and students.

Book Good Video Games   Good Learning

Download or read book Good Video Games Good Learning written by James Paul Gee and published by Peter Lang. This book was released on 2007 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: Textbook

Book Luminous Literacies

    Book Details:
  • Author : Mary Frances Rice
  • Publisher : Emerald Group Publishing
  • Release : 2021-09-06
  • ISBN : 1800434545
  • Pages : 361 pages

Download or read book Luminous Literacies written by Mary Frances Rice and published by Emerald Group Publishing. This book was released on 2021-09-06 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: Luminous Literacies shares examples of teachers and educators using local knowledge to illustrate literacy engagement and curriculum-making through scholarly accounts of experiences in teacher preparation courses, classrooms, and other community spaces in New Mexico.

Book Digital Games

    Book Details:
  • Author : Catherine Beavis
  • Publisher : Wakefield Press
  • Release : 2012
  • ISBN : 1743051271
  • Pages : 178 pages

Download or read book Digital Games written by Catherine Beavis and published by Wakefield Press. This book was released on 2012 with total page 178 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational possibilities involved in young people's games. From their creation in the classroom to analysing games and the world of games as text, academics and teachers are now taking seriously the serious play of young people.

Book Conducting Qualitative Research of Learning in Online Spaces

Download or read book Conducting Qualitative Research of Learning in Online Spaces written by Hannah R. Gerber and published by SAGE Publications. This book was released on 2016-03-17 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: Qualitative researchers have grappled with how online inquiry shifts research procedures such as gaining access to spaces, communicating with participants, and obtaining informed consent. Drawing on a multimethod approach, Conducting Qualitative Research of Learning in Online Spaces explores how to design and conduct diverse studies in online environments. The book focuses on formal and informal learning practices that occur in evolving online spaces. The text shows researchers how they can draw upon a variety of theoretical frameworks, methodological approaches, and data sources. Examples of qualitative research in online spaces, along with guiding questions, support readers at every phase of the research process.

Book Serious Play

    Book Details:
  • Author : Catherine Beavis
  • Publisher : Routledge
  • Release : 2017-05-08
  • ISBN : 1134979118
  • Pages : 234 pages

Download or read book Serious Play written by Catherine Beavis and published by Routledge. This book was released on 2017-05-08 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.

Book Bridge to Reading Zone Teacher s Resource Guide

Download or read book Bridge to Reading Zone Teacher s Resource Guide written by and published by Capstone. This book was released on 2013-03-01 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: Perfect for small group instruction geared toward Response to Intervention, BTR Zone: Bridge to Reading motivates reluctant and struggling readers with high-interest nonfiction focused on science, adventure, biography, history, and sports. With scaffolds such as on-page definitions, photographs, illustrations, captions, subheads, and informational graphics, BTR Zone books provide practice with the text features so important to understanding informational text. A teaching plan steeped in Common Core State Standards for Literacy provides instruction for vocabulary, fluency, comprehension, and authentic writing - truly providing a bridge for students to become more strategic readers.

Book Negotiating Place and Space through Digital Literacies

Download or read book Negotiating Place and Space through Digital Literacies written by Damiana G. Pyles and published by IAP. This book was released on 2019-05-01 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital literacy practices have often been celebrated as means of transcending the constraints of the physical world through the production of new social spaces. At the same time, literacy researchers and educators are coming to understand all the ways that place matters. This volume, with contributors from across the globe, considers how space/place, identities, and the role of digital literacies create opportunities for individuals and communities to negotiate living, being, and learning together with and through digital media. The chapters in this volume consider how social, cultural, historical, and political literacies are brought to bear on a range of places that traverse the urban, rural, and suburban/exurban, with emphasis placed on the ways digital technology is used to create identities and do work within social, digital, and material worlds. This includes agentive work in digital literacies from a variety of identities or subjectivities that disrupt metronormativity, urban centrism (and other -isms) on the way to more authentic engagement with their communities and others. Featuring instances of research and practice across intersections of differences (including, but not limited to race, class, gender, sexuality, ability, and language) and places, the contributions in this volume demonstrate the ways that digital literacies hold educative potential.

Book Research Anthology on Game Design  Development  Usage  and Social Impact

Download or read book Research Anthology on Game Design Development Usage and Social Impact written by Management Association, Information Resources and published by IGI Global. This book was released on 2022-10-07 with total page 2034 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.