Literature Videogames And Learning

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Literature, Videogames and Learning

Author : Andrew Burn
Publisher : Routledge
Page : 232 pages
File Size : 49,8 Mb
Release : 2021-06-29
Category : Education
ISBN : 9781000404067

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Literature, Videogames and Learning by Andrew Burn Pdf

This innovative book explores links between literature and videogames, and how designing and playing games can transform our understanding of literature. It shows how studying literature through the lens of videogames can provide new insights into narrative and creative engagement with the text. The book sets out theories of narrative aesthetics and multimodality in literature and videogames, alongside models of literacy needed for such cultural and creative engagement. It goes on to examine game adaptations of children’s literature; and a series of videogames made by students based on Beowulf and Macbeth. In each case, the book considers ways in which the original text has been transformed by the process of game design, and what fresh light this casts on the literary narrative. It also considers what kind of learning, creative production, and cultural engagement is apparent in the game designs and emphasises the importance of treating games as a narrative medium in their own right. With a unique approach to the aesthetics of narrative in literature and videogames, the book will be of great interest to researchers, academics, and post-graduate students in the fields of literature, pedagogy, and game studies.

Videogames and Education

Author : Harry J. Brown
Publisher : Routledge
Page : 248 pages
File Size : 46,6 Mb
Release : 2014-12-18
Category : Business & Economics
ISBN : 9781317452669

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Videogames and Education by Harry J. Brown Pdf

Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the context of human experience and in the field of humanities research. The author shows how video games have become a powerful form of political, ethical, and religious discourse, and how they have already influenced the way we teach, learn, and create. He discusses the major trends in game design, the public controversies surrounding video games, and the predominant critical positions in game criticism. The book speaks to all educators, scholars, and thinking persons who seek a fuller understanding of this significant and video games cultural phenomenon.

Learning by Playing

Author : Fran Blumberg
Publisher : Oxford University Press, USA
Page : 386 pages
File Size : 50,7 Mb
Release : 2014
Category : Education
ISBN : 9780199896646

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Learning by Playing by Fran Blumberg Pdf

There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.

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

Author : James Paul Gee
Publisher : Macmillan
Page : 256 pages
File Size : 51,7 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.

Good Video Games + Good Learning

Author : James Paul Gee
Publisher : Peter Lang
Page : 212 pages
File Size : 51,5 Mb
Release : 2007
Category : Education
ISBN : 0820497037

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Good Video Games + Good Learning by James Paul Gee Pdf

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Literature Review in Games and Learning

Author : John Kirriemuir
Publisher : Unknown
Page : 0 pages
File Size : 49,5 Mb
Release : 2006
Category : Computer games
ISBN : OCLC:1180983257

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Literature Review in Games and Learning by John Kirriemuir Pdf

Games, Learning, and Society

Author : Constance Steinkuehler,Kurt Squire,Sasha Barab
Publisher : Cambridge University Press
Page : 489 pages
File Size : 41,9 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.

How to Do Things with Videogames

Author : Ian Bogost
Publisher : U of Minnesota Press
Page : 194 pages
File Size : 55,8 Mb
Release : 2011-08-05
Category : Games & Activities
ISBN : 9781452933122

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How to Do Things with Videogames by Ian Bogost Pdf

In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.

Persuasive Games

Author : Ian Bogost
Publisher : MIT Press
Page : 463 pages
File Size : 50,6 Mb
Release : 2010-08-13
Category : Games & Activities
ISBN : 9780262261944

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Persuasive Games by Ian Bogost Pdf

An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

A Big Mooncake for Little Star

Author : Grace Lin
Publisher : Little, Brown Books for Young Readers
Page : 40 pages
File Size : 43,8 Mb
Release : 2018-08-28
Category : Juvenile Fiction
ISBN : 9780316411400

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A Big Mooncake for Little Star by Grace Lin Pdf

A gorgeous picture book that tells a whimsical origin story of the phases of the moon, from award-winning, bestselling author-illustrator Grace Lin Pat, pat, pat... Little Star's soft feet tiptoed to the Big Mooncake. Little Star loves the delicious Mooncake that she bakes with her mama. But she's not supposed to eat any yet! What happens when she can't resist a nibble? In this stunning picture book that shines as bright as the stars in the sky, Newbery Honor author Grace Lin creates a heartwarming original story that explains phases of the moon.

Games and Education: Designs in and for Learning

Author : Anonim
Publisher : BRILL
Page : 238 pages
File Size : 53,9 Mb
Release : 2018-11-26
Category : Education
ISBN : 9789004388826

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Games and Education: Designs in and for Learning by Anonim Pdf

We live in a time of educational transformations towards more 21st century pedagogies and learning. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologist and researchers interested in changing educational practices.

Video Games and Creativity

Author : Anonim
Publisher : Academic Press
Page : 330 pages
File Size : 43,6 Mb
Release : 2015-08-03
Category : Psychology
ISBN : 9780128017050

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Video Games and Creativity by Anonim Pdf

Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity? Is there a place for video games in the classroom? What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. Summarizes research relating to creativity and video games Incorporates creativity research on both game design and game play Discusses physical design, game mechanics, coding, and more Investigates how video games may encourage creative problem solving Highlights applications of video games for educational purposes

The Use of Computer and Video Games for Learning

Author : Alice Mitchell,Carol Savill-Smith
Publisher : Bright Sparks
Page : 84 pages
File Size : 52,7 Mb
Release : 2004
Category : Computer games
ISBN : 1853389048

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The Use of Computer and Video Games for Learning by Alice Mitchell,Carol Savill-Smith Pdf

Families at Play

Author : Sinem Siyahhan,Elisabeth Gee
Publisher : MIT Press
Page : 213 pages
File Size : 54,8 Mb
Release : 2018-02-02
Category : Education
ISBN : 9780262037464

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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.

Ludoliteracy

Author : José P. Zagal
Publisher : Lulu.com
Page : 164 pages
File Size : 53,9 Mb
Release : 2010
Category : Education
ISBN : 9780557277919

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Ludoliteracy by José P. Zagal Pdf

On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extensive personal experience with videogames. However, games education can be surprisingly complex.