Games Learning And Society

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Games, Learning, and Society

Author : Constance Steinkuehler,Kurt Squire,Sasha Barab
Publisher : Cambridge University Press
Page : 489 pages
File Size : 54,8 Mb
Release : 2012-06-11
Category : Computers
ISBN : 9780521196239

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Games, Learning, and Society by Constance Steinkuehler,Kurt Squire,Sasha Barab Pdf

Leaders in the field provide an introduction to video games and learning, including essays on game design and game culture.

Simulation and Gaming in the Network Society

Author : Toshiyuki Kaneda,Hidehiko Kanegae,Yusuke Toyoda,Paola Rizzi
Publisher : Springer
Page : 466 pages
File Size : 45,6 Mb
Release : 2016-08-02
Category : Mathematics
ISBN : 9789811005756

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Simulation and Gaming in the Network Society by Toshiyuki Kaneda,Hidehiko Kanegae,Yusuke Toyoda,Paola Rizzi Pdf

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.

Making Games for Impact

Author : Kurt Squire
Publisher : MIT Press
Page : 253 pages
File Size : 47,8 Mb
Release : 2021-10-26
Category : Education
ISBN : 9780262362498

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Making Games for Impact by Kurt Squire Pdf

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.

Games-To-Teach or Games-To-Learn

Author : Yam San Chee
Publisher : Springer
Page : 190 pages
File Size : 46,5 Mb
Release : 2015-08-18
Category : Technology & Engineering
ISBN : 9789812875181

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Games-To-Teach or Games-To-Learn by Yam San Chee Pdf

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.

How Video Games Impact Players

Author : Ryan Rogers
Publisher : Lexington Books
Page : 173 pages
File Size : 40,8 Mb
Release : 2016-05-17
Category : Social Science
ISBN : 9781498513081

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How Video Games Impact Players by Ryan Rogers Pdf

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.

Video Games and Learning

Author : Kurt Squire
Publisher : Teachers College Press
Page : 0 pages
File Size : 51,7 Mb
Release : 2011-07-09
Category : Education
ISBN : 0807751987

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Video Games and Learning by Kurt Squire Pdf

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.

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

Author : James Paul Gee
Publisher : Macmillan
Page : 256 pages
File Size : 45,9 Mb
Release : 2014-12-02
Category : Education
ISBN : 9781466886421

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What Video Games Have to Teach Us About Learning and Literacy. Second Edition by James Paul Gee Pdf

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.

Using Games to Enhance Learning and Teaching

Author : Nicola Whitton,Alex Moseley
Publisher : Routledge
Page : 234 pages
File Size : 54,8 Mb
Release : 2012
Category : Education
ISBN : 9780415897723

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Using Games to Enhance Learning and Teaching by Nicola Whitton,Alex Moseley Pdf

Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity.

Win-win Games for All Ages

Author : Josette Luvmour,Ba Luvmour
Publisher : New Society Pub
Page : 126 pages
File Size : 55,7 Mb
Release : 2002
Category : Education
ISBN : 086571441X

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Win-win Games for All Ages by Josette Luvmour,Ba Luvmour Pdf

Everyone Wins, a Parent Choice Award-winner, has been on New Society Publishers' best-seller list over 10 years. Now, the authors of the original cooperative games book have developed a sequel designed to enhance harmonious human relationships. Win-Win Games for All Ages is all about people getting to know one another better and deepening relationships. This exciting resource offers ways to hear values, demonstrate skills, and express oneself in safety — critical social skills that will last a lifetime. Included are 40 all-new games and activities such as "Fashion Victim," "Do You Believe in Lies," and "Monster Mash." Thirteen Initiatives like "Outer Space Decision Exercise" and "Nuclear Waste" focus on group problem solving activities. Three Holistic Learning Adventures explore trust-building in week-long experiences. Risk is a central factor in learning to open oneself and trusting others — each type of engagement in Win-Win Games for All Ages requires increasing risk. For facilitators that wish to deepen a group's dynamics and cooperation, each activity is followed by a debriefing section to help participants discuss and understand the risks that have taken together and as individuals. Most of the activities are designed for groups of children, but many can be adapted for adults as well as for all ages playing together. This value-based game sourcebook is perfect for educators, parents, and anyone who works with children! Marketing for Win-Win Games for All Ages: • National print advertising • National Publicity • Promotional mailing to teacher stores and educators Sambhava and Josette Luvmour created and developed Natural Learning Rhythms—a family-oriented approach to human development. They are co-founders of EnCompass, the first holistic learning center for the whole family. Their previous titles include Natural Learning Rhythms (Celestial Arts), Tiger by the Tail (EnCompass Press), and Everyone Wins! (New Society Publishers).

The Gamification of Society

Author : Stéphane Le Lay,Emmanuelle Savignac,Jean Frances,Pierre Lénel
Publisher : John Wiley & Sons
Page : 224 pages
File Size : 47,9 Mb
Release : 2021-03-12
Category : Social Science
ISBN : 9781119821540

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The Gamification of Society by Stéphane Le Lay,Emmanuelle Savignac,Jean Frances,Pierre Lénel Pdf

The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the years. They now include the fields of health, education, work, the media and many others. However, the human and social sciences still neglect the analysis and critique of gamification. Research conducted in this area tends to focus on game objects and not gamificationÂs logic as its ideological dimension. Considering that the game, as a model and a reference, laden with social value, deserves to be questioned beyond its objects, The Gamification of Society gathers together texts, observations and criticisms that question the influence that games and their Âmechanics have on wider society. The empirical research presented in this book (examining designers practices, early childhood, political action, the quantified self, etc.) also probes several different national contexts – those of Norway, Belgium, the United States and France, among others.

Making Democracy Fun

Author : Josh A. Lerner
Publisher : MIT Press
Page : 285 pages
File Size : 54,7 Mb
Release : 2014-02-21
Category : Games & Activities
ISBN : 9780262026871

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Making Democracy Fun by Josh A. Lerner Pdf

Drawing on the tools of game design to fix democracy. Anyone who has ever been to a public hearing or community meeting would agree that participatory democracy can be boring. Hours of repetitive presentations, alternatingly alarmist or complacent, for or against, accompanied by constant heckling, often with no clear outcome or decision. Is this the best democracy can offer? In Making Democracy Fun, Josh Lerner offers a novel solution for the sad state of our deliberative democracy: the power of good game design. What if public meetings featured competition and collaboration (such as team challenges), clear rules (presented and modeled in multiple ways), measurable progress (such as scores and levels), and engaging sounds and visuals? These game mechanics would make meetings more effective and more enjoyable—even fun. Lerner reports that institutions as diverse as the United Nations, the U.S. Army, and grassroots community groups are already using games and game-like processes to encourage participation. Drawing on more than a decade of practical experience and extensive research, he explains how games have been integrated into a variety of public programs in North and South America. He offers rich stories of game techniques in action, in children's councils, social service programs, and participatory budgeting and planning. With these real-world examples in mind, Lerner describes five kinds of games and twenty-six game mechanics that are especially relevant for democracy. He finds that when governments and organizations use games and design their programs to be more like games, public participation becomes more attractive, effective, and transparent. Game design can make democracy fun—and make it work.

Computers and the Learning Society

Author : United States. Congress. House. Committee on Science and Technology. Subcommittee on Domestic and International Scientific Planning, Analysis, and Cooperation
Publisher : Unknown
Page : 718 pages
File Size : 45,5 Mb
Release : 1978
Category : Computer-assisted instruction
ISBN : LOC:00183664062

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Computers and the Learning Society by United States. Congress. House. Committee on Science and Technology. Subcommittee on Domestic and International Scientific Planning, Analysis, and Cooperation Pdf

Everyone Wins - 3rd Edition

Author : Ba Luvmour,Josette Luvmour
Publisher : New Society Publishers
Page : 135 pages
File Size : 50,5 Mb
Release : 2019-04-23
Category : Education
ISBN : 9781771422918

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Everyone Wins - 3rd Edition by Ba Luvmour,Josette Luvmour Pdf

Over 25,000 copies sold — promote optimal well-being and social justice through 170+ games and activities for all ages At this critical point of human evolution, we want our children to have the ability to resolve conflict, communicate positively, build social skills, and increase self-esteem so that they may actualize their potential and live in well-being. The highly sought-after 3rd edition of the best-selling, Parent Choice Award-winning book Everyone Wins: Cooperative Games and Activities for All Ages features over 170 well-designed cooperative games and activities. Developmentally appropriate and indexed according to age level, group size, activity level, and location, Everyone Wins offers great value through evaluating interpersonal dynamics, teaching social justice, and assessing development capacities. By popular request, new features include: Information on development and learning in children and youth New and updated games and activities An overview of Natural Learning Relationships for whole-child development Everyone Wins is an easy to use, quick reference guide for everyone who cares for and about children, education, and the actualization of social well-being in a diverse range of environments.

Globalization, Lifelong Learning and the Learning Society

Author : Peter Jarvis
Publisher : Routledge
Page : 303 pages
File Size : 45,6 Mb
Release : 2007-03-12
Category : Education
ISBN : 9781134254767

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Globalization, Lifelong Learning and the Learning Society by Peter Jarvis Pdf

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.

Learning from Experience Through Games and Simulations

Author : Danny Saunders,Alan Coote,David Crookall
Publisher : Unknown
Page : 235 pages
File Size : 55,5 Mb
Release : 1988
Category : Education
ISBN : 0950468266

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Learning from Experience Through Games and Simulations by Danny Saunders,Alan Coote,David Crookall Pdf