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EBookClubs

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Book The Ethics of Playing  Researching  and Teaching Games in the Writing Classroom

Download or read book The Ethics of Playing Researching and Teaching Games in the Writing Classroom written by Richard Colby and published by Springer Nature. This book was released on 2021-01-27 with total page 339 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.

Book Gamification in the RhetComp Curriculum

Download or read book Gamification in the RhetComp Curriculum written by Christopher McGunnigle and published by Vernon Press. This book was released on 2023-01-17 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.

Book Advancing Honors Education for Today and Tomorrow

Download or read book Advancing Honors Education for Today and Tomorrow written by Graeme Harper and published by Cambridge Scholars Publishing. This book was released on 2024-07-30 with total page 141 pages. Available in PDF, EPUB and Kindle. Book excerpt: Higher education, further education, vocational education and continuing education all refer to progression to a third educational step. That is, a step beyond secondary education, which itself is a step beyond elementary or primary education. While optional, continuing beyond secondary education most often suggests some form of need ‘to acquire advanced knowledge’. But advanced in what way? Advanced in focus? Advanced in depth? Advanced in application? Advanced in the range of knowledge of those who teach in it? Advanced in expectation? Honors education, which is present globally and is highlighted in the United States through a distinctive 100-year history, has reflected on, and continues to reflect on what ‘advanced’ higher education might entail. Consequently, here in Advancing Honors Education for Today and Tomorrow contributors consider some of the interests that strike them as significant in the present and future of advanced learning.

Book    Assassin   s Creed    in the Classroom

Download or read book Assassin s Creed in the Classroom written by Erik Champion and published by Walter de Gruyter GmbH & Co KG. This book was released on 2023-12-18 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.

Book Multimodal and Digital Creative Writing Pedagogies

Download or read book Multimodal and Digital Creative Writing Pedagogies written by Kristina Wright and published by Rowman & Littlefield. This book was released on 2023-07-21 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: This dynamic collection offers a breadth of expertise and informed pedagogies on teaching multimodal and digital creative writing in the college classroom. This book gives clear guidance with lesson plans, online resources, sample student work, and adaptable assignments.

Book Optimizing Play

Download or read book Optimizing Play written by Christopher A. Paul and published by MIT Press. This book was released on 2024-05-14 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: An unexpected take on how games work, what the stakes are for them, and how game designers can avoid the traps of optimization. The process of optimization in games seems like a good thing—who wouldn’t want to find the most efficient way to play and win? As Christopher Paul argues in Optimizing Play, however, optimization can sometimes risk a tragedy of the commons, where actions that are good for individuals jeopardize the overall state of the game for everyone else. As he explains, players inadvertently limit play as they theorycraft, seeking optimal choices. The process of developing a meta, or the most effective tactic available, structures decision making, causing play to stagnate. A “stale” meta then creates a perception that a game is solved and may lead players to turn away from the game. Drawing on insights from game studies, rhetoric, the history of science, ecology, and game theory literature, Paul explores the problem of optimization in a range of video games, including Overwatch, FIFA/EA Sports FC, NBA 2K, Clash Royale, World of Warcraft, and League of Legends. He also pulls extensively from data analytics in sports, where the problem has progressed further and is even more intractable than it is in video games, given the money sports teams invest to find an edge. Finally, Paul offers concrete and specific suggestions for how games can be developed to avoid the trap set by optimization run amok.

Book Resources in Education

Download or read book Resources in Education written by and published by . This book was released on 1998 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Handbook on 3D3C Platforms

Download or read book Handbook on 3D3C Platforms written by Yesha Sivan and published by Springer. This book was released on 2015-11-04 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents 3D3C platforms – three-dimensional systems for community, creation and commerce. It discusses tools including bots in social networks, team creativity, privacy, and virtual currencies & micropayments as well as their applications in areas like healthcare, energy, collaboration, and art. More than 20 authors from 10 countries share their experiences, research fi ndings and perspectives, off ering a comprehensive resource on the emerging fi eld of 3D3C worlds. The book is designed for both the novice and the expert as a way to unleash the emerging opportunities in 3D3C worlds. This Handbook maps with breadth and insight the exciting frontier of building virtual worlds with digital technologies. David Perkins, Research Professor, Harvard Graduate School of Education This book is from one of the most adventurous and energetic persons I have ever met. Yesha takes us into new undiscovered spaces and provides insight into phenomena of social interaction and immersive experiences that transform our lives. Cees de Bont, Dean of School of Design & Chair Professor of Design, School of Design of the Hong Kong Polytechnic University When you read 3D3C Platforms you realize what a domain like ours -- 3D printing -- can and should do for the world. Clearly we are just starting. Inspiring. David Reis, CEO, Stratasys Ltd This book provides a stunning overview regarding how virtual worlds are reshaping possibilities for identity and community. Th e range of topics addressed by the authors— from privacy and taxation to fashion and health care—provide a powerful roadmap for addressing the emerging potential of these online environments. Tom Boellstorff , Professor, Department of Anthropology, University of California, Irvine Handbook on 3D3C Platforms amassed a unique collection of multidisciplinary academic thinking. A primer on innovations that will touch every aspect of the human community in the 21st century. Eli Talmor, Professor, London Business School

Book Game Based Learning and the Power of Play

Download or read book Game Based Learning and the Power of Play written by Pauline Rooney and published by Cambridge Scholars Publishing. This book was released on 2016-08-17 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, there has been growing interest in the use of games to enhance learning across multiple educational levels, and extensive research has shown that games have considerable potential for enhancing learning, motivation and skills development. However, despite a growing acknowledgement of this potential, challenges remain and the use of games in formal education contexts remains far from mainstream. While some studies identify design and development issues as a key barrier – including associated costs – others highlight organisational and infrastructural difficulties involved in implementing games in the classroom. More recently, increasing recognition of these difficulties has led many to explore how gaming elements (rather than fully fledged games) can be used to engage and enhance student learning – a practice now widely referred to as “gamification”. This edited collection of chapters explores the application, potential and challenges of game-based learning and gamification across multiple disciplines and sectors, including psychology, education, business, history, languages and the creative arts. With contributions exploring the use of games across the full educational spectrum – from early childhood education, through to the corporate sector – it provides comprehensive insights into the potential of games and play for facilitating learning and engagement at every life stage.

Book Design  Utilization  and Analysis of Simulations and Game Based Educational Worlds

Download or read book Design Utilization and Analysis of Simulations and Game Based Educational Worlds written by Ferdig, Richard E. and published by IGI Global. This book was released on 2013-05-31 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.

Book Revitalising Higher Education

Download or read book Revitalising Higher Education written by Tracy Bowell and published by Cardiff University Press. This book was released on 2024-05-15 with total page 140 pages. Available in PDF, EPUB and Kindle. Book excerpt: Puna Aurei / LearnFest is an annual teaching and learning symposium hosted by Te Puna Ako - Centre for Tertiary Teaching & Learning at Te Whare Wānanga o Waikato / The University of Waikato in Hamilton, Aotearoa New Zealand. This event, since its inception in 2016, has evolved from a local face-to-face gathering to a global online forum, particularly during the Covid pandemic. The 2022 edition, hosted online in partnership with Cardiff University (UK) as the world emerged from the Covid pandemic, had the theme of ‘Revitalisation’. This acknowledged the broad spectrum of rejuvenation underway in higher education, whether institutionally, within discipline-specific teaching, or regarding individual practice. This volume, the first of its kind from LearnFest, is timely, as it reflects on the profound disruptions caused by the global pandemic across educational landscapes. Although the final outcome of these changes is still unknown, it is clear that the dynamics of teaching and learning have shifted dramatically. The volume is structured thematically, with the first theme ‘Key Challenges’ exploring the shifts and reconstructions of professional identity post-Covid, the challenges of indigenising a largely Western philosophy curriculum, and potential positive shifts from the pandemic's constraints. The theme of ‘Motivation’ scrutinises the dynamics of student and staff engagement, including studies on adult language learning, collaborative experiments, student course evaluations, and the impact of Covid on motivation levels. The third theme of ‘Gamification’ highlights how innovative teaching pedagogies that embed computer and role-playing games within the classroom can enhance learning experiences and outcomes. Next, ‘Confronting Climate Change’ discusses pragmatic and strategic approaches to meaningfully integrating climate change into both curricula (at an institutional level) and classroom learning (for the individual teacher). Finally, the theme of ‘Revitalising English Medium Instruction’ explores the disruptions and adaptations in international education that were driven by the pandemic, and showcases some practical responses to the abrupt online transition and difficulties in language skill development that resulted. Revitalising Higher Education: Insights from Te Puna Aurei LearnFest 2022 showcases the dynamic shifts in teaching and learning taking place in contemporary higher education. The various case studies and reflective discussions will be of value to anyone interested in the revitalisation of higher education teaching and learning post-pandemic.

Book Research in Education

Download or read book Research in Education written by and published by . This book was released on 1970 with total page 724 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Register of Educational Research in the United Kingdom  1992 1995

Download or read book Register of Educational Research in the United Kingdom 1992 1995 written by and published by Psychology Press. This book was released on 1995 with total page 438 pages. Available in PDF, EPUB and Kindle. Book excerpt: This latest volume of the Register of Educational Research in the United Kingdom lists all the major research projects being undertaken in Britain during the latter months of 1992, the whole of 1993 and 1994 and the early months of 1995. Each entry provides names and addresses of the researchers, a detailed abstract, the source and amount of the grant(where applicable), the length of the project and details of published material about the research.

Book Handbook of Research on Education and Technology in a Changing Society

Download or read book Handbook of Research on Education and Technology in a Changing Society written by Wang, Victor C. X. and published by IGI Global. This book was released on 2014-05-31 with total page 1471 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has become an integral part of our everyday lives. This trend in ubiquitous technology has also found its way into the learning process at every level of education. The Handbook of Research on Education and Technology in a Changing Society offers an in-depth description of concepts related to different areas, issues, and trends within education and technological integration in modern society. This handbook includes definitions and terms, as well as explanations of concepts and processes regarding the integration of technology into education. Addressing all pertinent issues and concerns in education and technology in our changing society with a wide breadth of discussion, this handbook is an essential collection for educators, academicians, students, researchers, and librarians.

Book The Ethics of Computer Games

Download or read book The Ethics of Computer Games written by Miguel Sicart and published by MIT Press. This book was released on 2011-08-19 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.

Book Research Anthology on Applying Social Networking Strategies to Classrooms and Libraries

Download or read book Research Anthology on Applying Social Networking Strategies to Classrooms and Libraries written by Management Association, Information Resources and published by IGI Global. This book was released on 2022-07-08 with total page 2012 pages. Available in PDF, EPUB and Kindle. Book excerpt: The introduction of social media has given many communities the opportunity to connect and communicate with each other at a higher level than ever before. Many organizations, from businesses to governments, have taken advantage of this important tool to conduct research and enhance efficiency. Libraries and educational institutions have also made use of social media to enhance educational marketing, engage with learning communities, adapt educational tools, and more. The Research Anthology on Applying Social Networking Strategies to Classrooms and Libraries describes the applications, tools, and opportunities provided by the intersection of education and social media. It also considers the ways in which social media encourages learner engagement and community participation. Covering topics such as data collection, online professional learning networks, and reinforcement learning, this major reference work is a dynamic resource for pre-service teachers, teacher educators, faculty and administrators of both K-12 and higher education, librarians, archivists, government officials, researchers, and academicians.

Book Choosing and Using Digital Games in the Classroom

Download or read book Choosing and Using Digital Games in the Classroom written by Katrin Becker and published by Springer. This book was released on 2016-09-29 with total page 429 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.