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Book Games  Learning  and Society

    Book Details:
  • Author : Constance Steinkuehler
  • Publisher : Cambridge University Press
  • Release : 2012-06-11
  • ISBN : 052119623X
  • Pages : 489 pages

Download or read book Games Learning and Society written by Constance Steinkuehler and published by Cambridge University Press. This book was released on 2012-06-11 with total page 489 pages. Available in PDF, EPUB and Kindle. Book excerpt: Leaders in the field provide an introduction to video games and learning, including essays on game design and game culture.

Book How Video Games Impact Players

Download or read book How Video Games Impact Players written by Ryan Rogers and published by Lexington Books. This book was released on 2016-05-17 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an analysis of the positive and negative effects of game rules, feedback, and self-presentation. Rogers examines the positive aspects of video games like their use in education, encouragement of prosocial behaviors, and enablement of mood management, as well as the negative aspects like their association with violence and diversity issues, promotion of substance use behaviors, and their role as an outlet for harassment behaviors.

Book Simulation and Gaming in the Network Society

Download or read book Simulation and Gaming in the Network Society written by Toshiyuki Kaneda and published by Springer. This book was released on 2016-08-02 with total page 466 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.

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 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 Globalization  Lifelong Learning and the Learning Society

Download or read book Globalization Lifelong Learning and the Learning Society written by Peter Jarvis and published by Routledge. This book was released on 2007-03-12 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book critically assesses the learning that is required and provided within a learning society and gives a detailed sociological analysis of the emerging role of lifelong learning with examples from around the globe. Divided into three clear parts the book: looks at the development of the knowledge economy provides a critique of lifelong learning and the learning society focuses on the changing nature of research in the learning society. The author, well-known and highly respected in this field, examines how lifelong learning and the learning society have become social phenomena across the globe. He argues that the driving forces of globalisation are radically changing lifelong learning and shows that adult education/learning only gained mainstream status because of these global changes and as learning became more work orientated.

Book Making Games for Impact

Download or read book Making Games for Impact written by Kurt Squire and published by MIT Press. This book was released on 2021-10-26 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game. Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints. These cases, drawn from the Games + Learning + Society Center at the University of Wisconsin–Madison, show designers tackling such key issues as choosing platforms, using data analytics to guide development, and designing for new markets. Although not a how-to guide, the book offers developers, researchers, and students real-world lessons in greenlighting a project, scaling up design teams, game-based assessment, and more. The final chapter examines the commercial development of an impact game in detail, describing the creation of an astronomy game, At Play in the Cosmos, that ships with an introductory college textbook.

Book Encyclopedia of Play in Today s Society

Download or read book Encyclopedia of Play in Today s Society written by Rodney P. Carlisle and published by SAGE Publications, Incorporated. This book was released on 2009-04-02 with total page 1032 pages. Available in PDF, EPUB and Kindle. Book excerpt: CHOICE Outstanding Academic Title for 2009 "This ground-breaking resource is strongly recommended for all libraries and health and welfare institutional depots; essential for university collections, especially those catering to social studies programs." —Library Journal, STARRED Review Children and adults spend a great deal of time in activities we think of as "play," including games, sports, and hobbies. Without thinking about it very deeply, almost everyone would agree that such activities are fun, relaxing, and entertaining. However, play has many purposes that run much deeper than simple entertainment. For children, play has various functions such as competition, following rules, accepting defeat, choosing leaders, exercising leadership, practicing adult roles, and taking risks in order to reap rewards. For adults, many games and sports serve as harmless releases of feelings of aggression, competition, and intergroup hostility. The Encyclopedia of Play in Today's Society explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreational activities of children and adults throughout the ages, from dice games in the Roman Empire to video games today. With more than 450 entries, these two volumes do not include coverage of professional sports and sport teams but, instead, cover the hundreds of games played not to earn a living but as informal activity. All aspects of play—from learning to competition, mastery of nature, socialization, and cooperation—are included. Simply enough, this Encyclopedia explores play played for the fun of it! Key Features Available in both print and electronic formats Provides access to the fascinating literature that has explored questions of psychology, learning theory, game theory, and history in depth Considers the affects of play on child and adult development, particularly on health, creativity, and imagination Contains entries that describe both adult and childhood play and games in dozens of cultures around the world and throughout history Explores the sophisticated analyses of social thinkers such as Huizinga, Vygotsky, and Sutton-Smith, as well as the wide variety of games, toys, sports, and entertainments found around the world Presents cultures as diverse as the ancient Middle East, modern Russia, and China and in nations as far flung as India, Argentina, and France Key Themes Adult Games Board and Card Games Children's Games History of Play Outdoor Games and Amateur Sports Play and Education Play Around the World Psychology of Play Sociology of Play Toys and Business Video and Online Games For a subject we mostly consider light-hearted, play as a research topic has generated an extensive and sophisticated literature, exploring a range of penetrating questions. This two-volume set serves as a general, nontechnical resource for academics, researchers, and students alike. It is an essential addition to any academic library.

Book Gaming  Simulations and Society

    Book Details:
  • Author : International Simulation and Gaming Association. International Conference
  • Publisher : Springer Science & Business Media
  • Release : 2005
  • ISBN : 9784431223085
  • Pages : 340 pages

Download or read book Gaming Simulations and Society written by International Simulation and Gaming Association. International Conference and published by Springer Science & Business Media. This book was released on 2005 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: Annotation This book presents a current research scope and perspective of Simulation and Gaming. Theoretical problems of Simulation and Gaming will be examined with a view to improving the social sciences through the introduction of the techniques and concepts of Simulation and Gaming. The fields of economics, political science, psychology and business management can all be radically improved by introducing such techniques of Simulation and Gaming as the Agent-Based Modelling. Other important topics are the analysis of philosophical foundations in Simulation and Gaming as an academic discipline. The ever growing and massive popularity of PC and arcade games cannot be ignored. Their potential as agents of education and their essentially violent nature raise many ethical and moral problems that need to be addressed.

Book Learning and Teaching the Ways of Knowing

Download or read book Learning and Teaching the Ways of Knowing written by Elliot Eisner and published by University of Chicago Press. This book was released on 1985-01-15 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Eighty-Fourth Yearbook of the National Society for the Study of Education, Part II

Book Learning a New Land

    Book Details:
  • Author : Carola Suárez-Orozco
  • Publisher : Harvard University Press
  • Release : 2009-06-30
  • ISBN : 0674044118
  • Pages : 437 pages

Download or read book Learning a New Land written by Carola Suárez-Orozco and published by Harvard University Press. This book was released on 2009-06-30 with total page 437 pages. Available in PDF, EPUB and Kindle. Book excerpt: One child in five in America is the child of immigrants, and their numbers increase each year. Based on an extraordinary interdisciplinary study that followed 400 newly arrived children from the Caribbean, China, Central America, and Mexico for five years, this book provides a compelling account of the lives, dreams, academic journeys, and frustrations of these youngest immigrants.

Book Seven Games  A Human History

Download or read book Seven Games A Human History written by Oliver Roeder and published by W. W. Norton & Company. This book was released on 2022-01-25 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.

Book International Handbook of the Learning Sciences

Download or read book International Handbook of the Learning Sciences written by Frank Fischer and published by Routledge. This book was released on 2018-04-19 with total page 552 pages. Available in PDF, EPUB and Kindle. Book excerpt: The International Handbook of the Learning Sciences is a comprehensive collection of international perspectives on this interdisciplinary field. In more than 50 chapters, leading experts synthesize past, current, and emerging theoretical and empirical directions for learning sciences research. The three sections of the handbook capture, respectively: foundational contributions from multiple disciplines and the ways in which the learning sciences has fashioned these into its own brand of use-oriented theory, design, and evidence; learning sciences approaches to designing, researching, and evaluating learning broadly construed; and the methodological diversity of learning sciences research, assessment, and analytic approaches. This pioneering collection is the definitive volume of international learning sciences scholarship and an essential text for scholars in this area.

Book Games To Teach or Games To Learn

Download or read book Games To Teach or Games To Learn written by Yam San Chee and published by Springer. This book was released on 2015-08-18 with total page 190 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.

Book The Games Black Girls Play

Download or read book The Games Black Girls Play written by Kyra D. Gaunt and published by NYU Press. This book was released on 2006-02-06 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: Illustrates how black musical styles are incorporated into the earliest games African American girls learn--how, in effect, these games contain the DNA of black music. Drawing on interviews, recordings of handclapping games and cheers, and her own observation and memories of gameplaying, Gaunt argues that black girls' games are connected to long traditions of African and African American musicmaking, and that they teach vital musical and social lessons that are carried into adulthood. - from publisher information.

Book Handbook of the Cultural Foundations of Learning

Download or read book Handbook of the Cultural Foundations of Learning written by Na'ilah Suad Nasir and published by Routledge. This book was released on 2020-05-01 with total page 476 pages. Available in PDF, EPUB and Kindle. Book excerpt: Edited by a diverse group of expert collaborators, the Handbook of the Cultural Foundations of Learning is a landmark volume that brings together cutting-edge research examining learning as entailing inherently cultural processes. Conceptualizing culture as both a set of social practices and connected to learner identities, the chapters synthesize contemporary research in elaborating a new vision of the cultural nature of learning, moving beyond summary to reshape the field toward studies that situate culture in the learning sciences alongside equity of educational processes and outcomes. With the recent increased focus on culture and equity within the educational research community, this volume presents a comprehensive, innovative treatment of what has become one of the field’s most timely and relevant topics.

Book Creating a Learning Society

Download or read book Creating a Learning Society written by Joseph E. Stiglitz and published by Columbia University Press. This book was released on 2015-10-06 with total page 427 pages. Available in PDF, EPUB and Kindle. Book excerpt: “A superb new understanding of the dynamic economy as a learning society, one that goes well beyond the usual treatment of education, training, and R&D.”—Robert Kuttner, author of The Stakes: 2020 and the Survival of American Democracy Since its publication Creating a Learning Society has served as an effective tool for those who advocate government policies to advance science and technology. It shows persuasively how enormous increases in our standard of living have been the result of learning how to learn, and it explains how advanced and developing countries alike can model a new learning economy on this example. Creating a Learning Society: Reader’s Edition uses accessible language to focus on the work’s central message and policy prescriptions. As the book makes clear, creating a learning society requires good governmental policy in trade, industry, intellectual property, and other important areas. The text’s central thesis—that every policy affects learning—is critical for governments unaware of the innovative ways they can propel their economies forward. “Profound and dazzling. In their new book, Joseph E. Stiglitz and Bruce C. Greenwald study the human wish to learn and our ability to learn and so uncover the processes that relate the institutions we devise and the accompanying processes that drive the production, dissemination, and use of knowledge . . . This is social science at its best.”—Partha Dasgupta, University of Cambridge “An impressive tour de force, from the theory of the firm all the way to long-term development, guided by the focus on knowledge and learning . . . This is an ambitious book with far-reaching policy implications.”—Giovanni Dosi, director, Institute of Economics, Scuola Superiore Sant’Anna “[A] sweeping work of macroeconomic theory.”—Harvard Business Review