Connected Gaming

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Connected Gaming

Author : Yasmin B. Kafai,Quinn Burke
Publisher : MIT Press
Page : 221 pages
File Size : 44,5 Mb
Release : 2024-03-19
Category : Education
ISBN : 9780262551557

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Connected Gaming by Yasmin B. Kafai,Quinn Burke Pdf

How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.

Teaching in the Game-Based Classroom

Author : David Seelow
Publisher : CRC Press
Page : 188 pages
File Size : 50,9 Mb
Release : 2021-07-12
Category : Education
ISBN : 9781000411737

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Teaching in the Game-Based Classroom by David Seelow Pdf

Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches. Middle and high school educators will find engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more.

We the Gamers

Author : Karen Schrier
Publisher : Oxford University Press
Page : 401 pages
File Size : 51,9 Mb
Release : 2021
Category : Education
ISBN : 9780190926106

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We the Gamers by Karen Schrier Pdf

Combining research-based perspectives and current examples including Minecraft and Animal Crossing : New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.

Digital Games, Revised Edition

Author : Ananda Mitra
Publisher : Infobase Holdings, Inc
Page : 126 pages
File Size : 49,7 Mb
Release : 2020-03-01
Category : Science
ISBN : 9781438182650

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Digital Games, Revised Edition by Ananda Mitra Pdf

In 2006, about 67 percent of Americans played video games using a computer or game console such as PlayStation, Xbox, or Wii. Video games have come a long way since they were developed in the 1970s. In the past, game programs used a computer-like gadget that could be connected to the television. The players would look at the image on the television screen, hence the name "video game." With the development of personal computers in the 1980s, the computer monitor became a more popular display device, leading to the new term "computer game." These terms, along with "digital game," are now interchangeable. Digital Games, Revised Edition explains the history of digital games, explores how the games have affected players and society, and discusses emerging trends in the digital gaming industry.

Connected Realms

Author : Henry Hanley
Publisher : Independently Published
Page : 0 pages
File Size : 48,7 Mb
Release : 2023-09-19
Category : Electronic
ISBN : 9798861886680

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Connected Realms by Henry Hanley Pdf

Prepare to embark on an electrifying journey into the heart of multiplayer video games with "Connected Realms." This captivating book is your ticket to a universe where pixels and passion collide, where battles are waged and legends are born. Inside these pages, you'll uncover the exhilarating world of seamless cross-platform play, where gamers from all corners of the globe unite in epic adventures. You'll dive deep into the ethical dilemmas that shape virtual communities, shedding light on the evolving gaming landscape. But that's not all! "Connected Realms" doesn't just explore the present; it paints a vivid picture of the future. Imagine a gaming world where AI-driven realms challenge your every move, where augmented reality blurs the line between the virtual and real, and where blockchain technology transforms in-game assets into valuable treasures. Whether you're a seasoned gamer or a curious newcomer, this book is your portal to understanding the intricate tapestry of multiplayer gaming. It's an odyssey that will leave you exhilarated, enlightened and eager to dive into the interconnected realms of multiplayer video games. So, gear up, power on, and get ready to explore the boundless landscapes of multiplayer gaming like never before. "Connected Realms" is your ultimate guide to unlocking the mysteries, forging alliances, and embarking on epic quests in the world's most thrilling digital adventures. Don't just play the game-immerse yourself in it with "Connected Realms!"

Get Connected

Author : RoseMary Honnold
Publisher : Unknown
Page : 176 pages
File Size : 51,8 Mb
Release : 2007
Category : Computers
ISBN : UOM:39015070768786

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Get Connected by RoseMary Honnold Pdf

Here is a guide of chock-full of ideas - straight from the Young Adult Library Services Association (YALSA) - for implementing the most popular virtual activities into your services. Get Connected offers detailed snapshots of the most cutting-edge technology-oriented programs sure to draw teens into the library - and keep them reading and accessing library resources. Topics include recreation- and education-based programs, working with special teen populations, drawing young readers in the social networking scene, tips for working with teen advisory groups, and YALSA's innovative ideas for celebrating Teen Tech Week! Both novice and tech-savvy young adult librarians will find this book an essential resource for connecting with their patrons.

The Ecology of Games

Author : Katie Salen Tekinbas
Publisher : MIT Press
Page : 289 pages
File Size : 41,8 Mb
Release : 2007-11-30
Category : Games & Activities
ISBN : 9780262693646

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The Ecology of Games by Katie Salen Tekinbas Pdf

An exploration of games as systems in which young people participate as gamers, producers, and learners. In the many studies of games and young people's use of them, little has been written about an overall “ecology” of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games—which so far has been vociferous but overly polemical and surprisingly shallow. Game play is credited with fostering new forms of social organization and new ways of thinking and interacting; the contributors work to situate this within a dynamic media ecology that has the participatory nature of gaming at its core. They look at the ways in which youth are empowered through their participation in the creation, uptake, and revision of games; emergent gaming literacies, including modding, world-building, and learning how to navigate a complex system; and how games act as points of departure for other forms of knowledge, literacy, and social organization. Contributors Ian Bogost, Anna Everett, James Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy, Jane McGonigal, Cory Ondrejka, Amit Pitaru, Tom Satwicz, Kurt Squire, Reed Stevens, S. Craig Watkins

Networking and Online Games

Author : Grenville Armitage,Mark Claypool,Philip Branch
Publisher : John Wiley & Sons
Page : 232 pages
File Size : 53,6 Mb
Release : 2006-08-04
Category : Technology & Engineering
ISBN : 9780470030462

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Networking and Online Games by Grenville Armitage,Mark Claypool,Philip Branch Pdf

The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.

Families at Play

Author : Sinem Siyahhan,Elisabeth Gee
Publisher : MIT Press
Page : 213 pages
File Size : 52,7 Mb
Release : 2024-07-02
Category : Education
ISBN : 9780262552639

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Families at Play by Sinem Siyahhan,Elisabeth Gee Pdf

How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Educators and game designers should take note.

All About Online Gaming

Author : Jill Sherman
Publisher : North Star Editions, Inc.
Page : 32 pages
File Size : 41,8 Mb
Release : 2017-01-01
Category : Juvenile Nonfiction
ISBN : 9781635171747

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All About Online Gaming by Jill Sherman Pdf

Explores the fascinating world of online gaming. With colorful spreads featuring fun facts, sidebars, and a "How It Works" feature, the book provides an inspiring look at this exciting technology.

Communicate and Connect to the Internet

Author : Kristine Neville
Publisher : Unknown
Page : 296 pages
File Size : 43,7 Mb
Release : 2003-07
Category : Computers
ISBN : 1577292707

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Communicate and Connect to the Internet by Kristine Neville Pdf

Demonstrates how to get connected to the Internet, send and receive e-mail, shop online, track finances, create a Web site, and install filtering software.

Connected Newsletter

Author : Anonim
Publisher : Unknown
Page : 264 pages
File Size : 43,9 Mb
Release : 2006
Category : Internet in education
ISBN : UVA:X006177155

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Connected Newsletter by Anonim Pdf

Making Connect 4+ Browser Games

Author : Stephen Gose
Publisher : Unknown
Page : 174 pages
File Size : 49,5 Mb
Release : 2017-09
Category : Electronic
ISBN : 9798603298481

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Making Connect 4+ Browser Games by Stephen Gose Pdf

This is a single chapter from the Phaser Game Starter Kit Collection. This chapter leads you through Connect-4+ (aka "4-in-a-row") game development project and AI-bot. This tutorial has both Phaser v3.16+ & v2.x.x encoding. It's perfect for novices, experienced web developers, and just anyone wanting their own bespoke game, artwork, and features.Discover how to create online Connect-4+ games and intelligent AI-bot using the methods in this single chapter from the Phaser Game Starter Kit Collection. When you finish this tutorial, you will have a production pipeline to create as many different "4+-in-a-row" games as your imagination can dream of!You'll also get bonus content, download examples, A.I. selection methods, and source code references on how to do every single thing in this game design workbook, so you can copy and paste any examples into your own productions and then modify those resources for your own purposes.I would like to guide you in creating several styles of Connect-4+ and "Match 3" game mechanics. We will use the game mechanics, mechanisms and the development methods discussed in Phaser Game Prototypes. By the end of this workbook, you should have a fully functional Connect-4+ game (with "tile-matching") - not just a copy of my game, but your very own product using your own gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase.

Geogames and Geoplay

Author : Ola Ahlqvist,Christoph Schlieder
Publisher : Springer
Page : 238 pages
File Size : 53,9 Mb
Release : 2017-11-10
Category : Science
ISBN : 9783319227740

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Geogames and Geoplay by Ola Ahlqvist,Christoph Schlieder Pdf

This book brings together contributions from researchers, GIS professionals and game designers to provide a first overview of this highly interdisciplinary field. Its scope ranges from fundamentals about games and play, geographic information technologies, game design and culture, to current examples and forward looking analysis. Of interest to anyone interested in creating and using Geogames, this volume serves as a channel for sharing early experiences, discussing technological challenges and solutions, and outlines a future research agenda. Games and play are part of human life, and in many game activities, place, space and geography plays a central role in determining the rules and interactions that are characteristic of each game. Recent developments and widespread access to mobile information, communication, and geospatial technologies have spurred a flurry of developments, including many variations of gaming activities that are situated in, or otherwise connected to the real world.

Games That Sell!

Author : Mark H. Walker
Publisher : Wordware Publishing, Inc.
Page : 327 pages
File Size : 47,6 Mb
Release : 2003
Category : Video games
ISBN : 9781556229503

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Games That Sell! by Mark H. Walker Pdf

This book targets game developers, publishers, journalists, and any person who makes computer and video games their passion. The book analyses the best-selling games of 2001 by examining what made them commercial and critical successes. Computer game industry inside information, advice from well-known gaming sages, and interviews from notable developers provide tips on what makes games fun and great. Includes CD.