Resonant Games

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Resonant Games

Author : Eric Klopfer,Jason Haas,Scot Osterweil,Louisa Rosenheck
Publisher : MIT Press
Page : 267 pages
File Size : 41,9 Mb
Release : 2018-07-17
Category : Games & Activities
ISBN : 9780262037808

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Resonant Games by Eric Klopfer,Jason Haas,Scot Osterweil,Louisa Rosenheck Pdf

Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.

Resonant Games

Author : Eric Klopfer,Jason Haas,Scot Osterweil,Louisa Rosenheck
Publisher : MIT Press
Page : 267 pages
File Size : 54,6 Mb
Release : 2018-07-17
Category : Games & Activities
ISBN : 9780262346085

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Resonant Games by Eric Klopfer,Jason Haas,Scot Osterweil,Louisa Rosenheck Pdf

Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.

Digital Games as History

Author : Adam Chapman
Publisher : Routledge
Page : 289 pages
File Size : 55,5 Mb
Release : 2016-05-05
Category : Games & Activities
ISBN : 9781317553854

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Digital Games as History by Adam Chapman Pdf

This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.

Video Game Storytelling

Author : Evan Skolnick
Publisher : Watson-Guptill
Page : 210 pages
File Size : 41,9 Mb
Release : 2014-12-02
Category : Games & Activities
ISBN : 9780385345835

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Video Game Storytelling by Evan Skolnick Pdf

UNLOCK YOUR GAME'S NARRATIVE POTENTIAL! With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.

Handbook of Research on Promoting Economic and Social Development Through Serious Games

Author : Bernardes, Oscar,Amorim, Vanessa
Publisher : IGI Global
Page : 665 pages
File Size : 45,6 Mb
Release : 2022-03-18
Category : Computers
ISBN : 9781799897347

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Handbook of Research on Promoting Economic and Social Development Through Serious Games by Bernardes, Oscar,Amorim, Vanessa Pdf

While gaming has become an increasingly popular leisure activity in society, the success of the videogame market has also contributed to the application of serious games in many different contexts and most importantly for learning purposes. This technological novelty is the basis for an innovative change in myriad environments such as education, commerce, marketing, healthcare, and many more. It is of great import to understand these applications in order to improve organizational development. The Handbook of Research on Promoting Economic and Social Development Through Serious Games provides reflection on the multidisciplinary applications of serious games. This book contextualizes the importance of serious games in organizational and societal improvement. Covering topics such as cultural heritage, mental health, and tourism, this book is a dynamic resource for policymakers, academicians, interdisciplinary researchers, graduate and post-graduate students, technology developers, faculty of K-12 and higher education, and government officials.

Digital Games and Mental Health

Author : Rachel Kowert,Christopher J. Ferguson,Paul C. Fletcher,Doris Carmen Rusch
Publisher : Frontiers Media SA
Page : 218 pages
File Size : 40,9 Mb
Release : 2021-10-04
Category : Science
ISBN : 9782889714612

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Digital Games and Mental Health by Rachel Kowert,Christopher J. Ferguson,Paul C. Fletcher,Doris Carmen Rusch Pdf

Making Games for Impact

Author : Kurt Squire
Publisher : MIT Press
Page : 253 pages
File Size : 55,6 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.

Collaborative Worldbuilding for Video Games

Author : Kaitlin Tremblay
Publisher : CRC Press
Page : 165 pages
File Size : 43,5 Mb
Release : 2023-03-08
Category : Games & Activities
ISBN : 9781000846362

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Collaborative Worldbuilding for Video Games by Kaitlin Tremblay Pdf

This book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, a process which acknowledges that worldbuilding is both created by and instrumental in the design of narrative, gameplay, art, audio, and more. Collaborative Worldbuilding for Video Games encourages mutual respect and collaboration among teams and provides game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa. Features: Provides in-depth exploration of worldbuilding via respective job disciplines Deep dives and case studies into a variety of games, both AAA and indie Includes boxed articles for deeper interrogation and exploration of key ideas Contains templates and checklists for practical tips on worldbuilding

The Art of Game Design

Author : Jesse Schell
Publisher : CRC Press
Page : 522 pages
File Size : 51,9 Mb
Release : 2008-08-04
Category : Art
ISBN : 9780123694966

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The Art of Game Design by Jesse Schell Pdf

Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.

Retro Gaming 101

Author : W. D. Mayberry
Publisher : W D Mayberry
Page : 160 pages
File Size : 54,9 Mb
Release : 2023-12-05
Category : Computers
ISBN : 8210379456XXX

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Retro Gaming 101 by W. D. Mayberry Pdf

In thousands and maybe even millions of homes, basements, and antics all around the world are boxes and boxes of old technology. Old phones that will never make another call, an old high school calculator with someone’s initials etched on it. While these old bits of tech are interesting, they are not what this book is about. This book is about that box containing the stuff your mum didn’t want to throw away when you moved out. The stuff you had spent hours, days, and months with. The once brand-new Nintendo Game Boy Advance and the twenty or so games you saved up and purchased. “It’s in the attic if you want it” your mum says, “I saw online those Game Boys and games are worth a bit now”. As you open the box you remember that you kept each game box and it’s all still there. Everything is in great condition. Mario Cart, Rayman Advance and even your favourite Pokémon Leaf Green Version. As you get home and set yourself up on the lounge with a coffee and your newly reclaimed box of goodies, you start to remember just how much fun this was. Thinking back to when you would lie on your bed for hours levelling up your newly evolved Pokémon and visiting Brock’s Gym. What a great time, even if your homework was left undone. In this book, I discuss Retro Gaming. What it is. Why it’s a thing and my journey and all the learning and fun I’ve had along the way.

Handbook of Game-Based Learning

Author : Jan L. Plass,Richard E. Mayer,Bruce D. Homer
Publisher : MIT Press
Page : 601 pages
File Size : 46,5 Mb
Release : 2020-02-04
Category : Education
ISBN : 9780262043380

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Handbook of Game-Based Learning by Jan L. Plass,Richard E. Mayer,Bruce D. Homer Pdf

A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Game-based Learning Across the Disciplines

Author : Carmela Aprea,Dirk Ifenthaler
Publisher : Springer Nature
Page : 427 pages
File Size : 40,7 Mb
Release : 2021-08-02
Category : Education
ISBN : 9783030751425

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Game-based Learning Across the Disciplines by Carmela Aprea,Dirk Ifenthaler Pdf

The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.

Failure to Disrupt

Author : Justin Reich
Publisher : Harvard University Press
Page : 337 pages
File Size : 55,9 Mb
Release : 2020-09-15
Category : Education
ISBN : 9780674089044

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Failure to Disrupt by Justin Reich Pdf

A leader in educational technology separates truth from hype, explaining what tech can—and can’t—do to transform our classrooms. Proponents of large-scale learning have boldly promised that technology can disrupt traditional approaches to schooling, radically accelerating learning and democratizing education. Much-publicized experiments, often underwritten by Silicon Valley entrepreneurs, have been launched at elite universities and in elementary schools in the poorest neighborhoods. Such was the excitement that, in 2012, the New York Times declared the “year of the MOOC.” Less than a decade later, that pronouncement seems premature. In Failure to Disrupt: Why Technology Alone Can’t Transform Education, Justin Reich delivers a sobering report card on the latest supposedly transformative educational technologies. Reich takes readers on a tour of MOOCs, autograders, computerized “intelligent tutors,” and other educational technologies whose problems and paradoxes have bedeviled educators. Learning technologies—even those that are free to access—often provide the greatest benefit to affluent students and do little to combat growing inequality in education. And institutions and investors often favor programs that scale up quickly, but at the expense of true innovation. It turns out that technology cannot by itself disrupt education or provide shortcuts past the hard road of institutional change. Technology does have a crucial role to play in the future of education, Reich concludes. We still need new teaching tools, and classroom experimentation should be encouraged. But successful reform efforts will focus on incremental improvements, not the next killer app.

Simulation and Game-Based Learning in Emergency and Disaster Management

Author : Drumhiller, Nicole K.,Wilkin, Terri L.,Srba, Karen V.
Publisher : IGI Global
Page : 290 pages
File Size : 46,5 Mb
Release : 2021-04-02
Category : Technology & Engineering
ISBN : 9781799840886

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Simulation and Game-Based Learning in Emergency and Disaster Management by Drumhiller, Nicole K.,Wilkin, Terri L.,Srba, Karen V. Pdf

Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply the course material in real-life scenarios. Introducing real-life learning allows the learner to make critical decisions at different points within the simulation providing constructive education that leads to a cognitive understanding of the material. The use of simulations provides the learner with the ability to cognitively store and recall learning in real-life experiences. Therefore, it is crucial to not only provide course material but to have students apply what they have learned in simulations that replicate real-life scenarios. These learned skills are essential for students to be marketable and thrive in a career field where decision making, problem solving, and critical thinking are job requirements. Simulation and Game-Based Learning in Emergency and Disaster Management is a cutting-edge research book that examines the best practices and holistic development when it comes to simulation learning within emergency and disaster management as well as global security. Drawing upon the neuroscience of learning, classroom instruction can be enhanced to incorporate active-experiential learning activities that positively impact a learner with long-term information retention. Each simulation project is carried out in different environments, with different goals in mind, and developed under various constraints. For these reasons, this book will provide insight into the simulation planning and development process, provide examples of online simulations and game-based learning activities, and provide insight on simulation development and implementation that can be used across disciplines in educational and training settings. As such, it is ideal for academicians, instructional designers, curriculum designers, education professionals, researchers, and students.

Morphic Resonance

Author : Rupert Sheldrake
Publisher : Inner Traditions / Bear & Co
Page : 356 pages
File Size : 54,6 Mb
Release : 2009-09-09
Category : Body, Mind & Spirit
ISBN : 9781594773174

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Morphic Resonance by Rupert Sheldrake Pdf

In this updated edition of A New Science of Life, Rupert Sheldrake presents further evidence for his controversial theory of morphic resonance--the observation that past behavior influences present organisms, unconfined by time and space.