The Interactive Past

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The Interactive Past

Author : Angus A. A. Mol,Angenitus Arie Andries Mol,Csilla E. Ariese-Vandemeulebroucke,Krijn H. J. Boom,Aris Politopoulos
Publisher : Unknown
Page : 0 pages
File Size : 53,6 Mb
Release : 2017
Category : Archaeology
ISBN : 9088904375

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The Interactive Past by Angus A. A. Mol,Angenitus Arie Andries Mol,Csilla E. Ariese-Vandemeulebroucke,Krijn H. J. Boom,Aris Politopoulos Pdf

Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.

Return to the Interactive Past

Author : Csilla E. Ariese-Vandemeulebroucke,Krijn Boom,Angus A. A. Mol,Bram Van Hout,Aris Politopoulos
Publisher : Unknown
Page : 200 pages
File Size : 43,6 Mb
Release : 2021-12-21
Category : Electronic
ISBN : 908890913X

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Return to the Interactive Past by Csilla E. Ariese-Vandemeulebroucke,Krijn Boom,Angus A. A. Mol,Bram Van Hout,Aris Politopoulos Pdf

A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present. Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past (2017), the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat? How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations? Could hacking be a way to decolonize games and counter harmful stereotypes? When archaeologists study games, what kinds of maps do they draw for their digital fieldwork? And in which ways could we teach history through playing games and game-making?

Gaming the Past

Author : Jeremiah McCall
Publisher : Routledge
Page : 198 pages
File Size : 42,7 Mb
Release : 2013-06-17
Category : Education
ISBN : 9781136832093

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Gaming the Past by Jeremiah McCall Pdf

Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.

Return to the Interactive Past

Author : Csilla E. Ariese-Vandemeulebroucke
Publisher : Unknown
Page : 200 pages
File Size : 46,5 Mb
Release : 2020
Category : Electronic
ISBN : 9088909121

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Return to the Interactive Past by Csilla E. Ariese-Vandemeulebroucke Pdf

A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present. Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past (2017), the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat? How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations? Could hacking be a way to decolonize games and counter harmful stereotypes? When archaeologists study games, what kinds of maps do they draw for their digital fieldwork? And in which ways could we teach history through playing games and game-making?

Chris Crawford on Interactive Storytelling

Author : Chris Crawford
Publisher : New Riders
Page : 614 pages
File Size : 45,5 Mb
Release : 2012-12-12
Category : Computers
ISBN : 9780133119633

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Chris Crawford on Interactive Storytelling by Chris Crawford Pdf

As a game designer or new media storyteller, you know that the story is critical to the success of your project. Telling that story interactively is an even greater challenge, one that involves approaching the story from many angles. Here to help you navigate and open your mind to more creative ways of producing your stories is the authority on interactive design and a longtime game development guru, Chris Crawford. To help you in your quest for the truly interactive story, Crawford provides a solid sampling of what works and doesn't work, and how to apply the lessons to your own storytelling projects. After laying out the fundamental ideas behind interactive storytelling and explaining some of the misconceptions that have crippled past efforts, the book delves into all the major systems that go into interactive storytelling: personality models, actors, props, stages, fate, verbs, history books, and more. Crawford also covers the Storytron technology he has been working on for several years, an engine that runs interactive electonic storyworlds, giving readers a first-hand look into practical storytelling methods.

Archaeogaming

Author : Andrew Reinhard
Publisher : Berghahn Books
Page : 236 pages
File Size : 55,6 Mb
Release : 2018-06-18
Category : Social Science
ISBN : 9781785338748

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Archaeogaming by Andrew Reinhard Pdf

Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. This book serves as a general introduction to "archaeogaming"; it describes the intersection of archaeology and video games and applies archaeological method and theory into understanding game-spaces as both site and artifact.

Storytelling for Interactive Digital Media and Video Games

Author : Nicholas B. Zeman
Publisher : CRC Press
Page : 280 pages
File Size : 43,6 Mb
Release : 2017-04-07
Category : Computers
ISBN : 9781315354477

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Storytelling for Interactive Digital Media and Video Games by Nicholas B. Zeman Pdf

The evolution of story-telling is as old as the human race; from the beginning, when our ancestors first gathered around a campfire to share wondrous tales through oral traditions, to today, with information and stories being shared through waves and filling screens with words and images. Stories have always surrounded us, and united us in ways other disciplines can't. Storytelling for Interactive Digital Media and Video Games lays out the construct of the story, and how it can be manipulated by the storyteller through sound, video, lighting, graphics, and color. This book is the perfect guide to aspiring storytellers as it illustrates the different manner of how and why stories are told, and how to make them "interactive." Storytelling features heavy game development as a method of storytelling and delivery, and how to develop compelling plots, characters, settings, and actions inside a game. The concept of digital storytelling will be explored, and how this differs from previous incarnations of mediums for stories Key Features: Explores the necessary elements of a story (setting, character, events, sequence, and perspective) and how they affect the viewer of the story Discusses media and its role in storytelling, including images, art, sound, video, and animation Explores the effect of interactivity on the story, such as contest TV, web-based storytelling, kiosks, and games Shows the different types of story themes in gaming and how they are interwoven Describes how to make games engaging and rewarding intrinsically and extrinsically

Street-Level Architecture

Author : Conrad Kickert,Hans Karssenberg
Publisher : Taylor & Francis
Page : 366 pages
File Size : 48,8 Mb
Release : 2022-08-04
Category : Architecture
ISBN : 9781000603392

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Street-Level Architecture by Conrad Kickert,Hans Karssenberg Pdf

This book provides the tools to maintain and rebuild the interaction between architecture and public space. Despite the best intentions of designers and planners, interactive frontages have dwindled over the past century in Europe and North America. This book demonstrates why even our best intentions for interactive frontages are currently unable to turn a swelling tide of economic and technological evolution, land consolidation, introversion, stratification, and contagious decline. It uses these lessons to offer concrete locational, programming, design, and management strategies to maximize street-level interaction and trust between street-level architecture, its inhabitants, and the city. This book demonstrates that designers, developers, planners, and managers ultimately have to create the right preconditions for inhabitants and passersby to bring frontages to life. These preconditions connect architecture to its urban, social, economical, and technological context. Only the right frontage in the right context, with the right design, the right inhabitation, and the right attitude to the city will become part of the ecosystem of trust and interaction that supports public life. This book empowers the many participants in this ecosystem to build, inhabit, and enjoy truly urbane architecture.

Long Story Short: An Interactive Journey through the History of English

Author : Paula Rodríguez Abruñeiras,Jesús Romero Barranco
Publisher : Universitat de València
Page : 202 pages
File Size : 53,5 Mb
Release : 2021-06-29
Category : Language Arts & Disciplines
ISBN : 9788491348412

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Long Story Short: An Interactive Journey through the History of English by Paula Rodríguez Abruñeiras,Jesús Romero Barranco Pdf

This textbook intends to do a clear, informal review of the history of the English language. Although the main focus is not to provide a thorough social description of the different periods in which the history of English is divided, we want to make it clear that language has changed because it is used by society, and therefore one cannot be understood without the other.

A Practical Course in Interactive English Grammar 9-10

Author : J.K. Gangal
Publisher : Vikas Publishing House
Page : 128 pages
File Size : 49,7 Mb
Release : 2024-05-18
Category : Language Arts & Disciplines
ISBN : 9789325992214

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A Practical Course in Interactive English Grammar 9-10 by J.K. Gangal Pdf

Interactive Grammar is a comprehensive book which enables the learners to use the knowledge of grammar functionally. The book has a Communicative English Approach. The grammar is interactive in nature and functional in approach. In this, the learners are not just expected to know grammatical definitions and rules but also their application.

Ready to Step Up: AN Interactive Bridge Course Class 8

Author : Madhubun
Publisher : Vikas Publishing House
Page : 128 pages
File Size : 41,6 Mb
Release : 2024-05-18
Category : Language Arts & Disciplines
ISBN : 9789354535239

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Ready to Step Up: AN Interactive Bridge Course Class 8 by Madhubun Pdf

Madhubun's Ready to Step Up – An Interactive Bridge Course for classes 3 – 8, each consisting of separate booklets for English, Hindi, Mathematics, Science, ...

The Interactive Documentary in Canada

Author : Michael Brendan Baker,Jessica Mulvogue
Publisher : McGill-Queen's Press - MQUP
Page : 268 pages
File Size : 45,5 Mb
Release : 2024-06-18
Category : Performing Arts
ISBN : 9780228021629

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The Interactive Documentary in Canada by Michael Brendan Baker,Jessica Mulvogue Pdf

Interactive documentary emerged rapidly from a constellation of changing technologies and practices to much excitement, yet its history is short and its future uncertain. In the mid-2010s Canada was a world leader in the creation of i-docs. Less than a decade later technological obsolescence has rendered many of these celebrated projects inaccessible, while rapid digital innovation continues to change the i-doc form and its modes of experience. The Interactive Documentary in Canada captures this transitional moment in documentary filmmaking and media production. Bringing together a range of historical, theoretical, and critical approaches, this collection examines the past – and the imagined future – of a nonfiction storytelling phenomenon that has Canadian institutions, figures, and works at its centre. Embracing a polyphonic conception of interactive documentary, the volume includes explorations of web-based, app-based, installation, and virtual reality works that push the boundaries of what is understood as documentary cinema. Leading documentary scholars and makers consider the historical and technological contexts of i-doc production, innovation, and exhibition; the political and pedagogical potential of the genre; the ethics of the i‐doc experience; and the format’s future lifespan in the contemporary media landscape. The Interactive Documentary in Canada establishes a place for the i-doc in the history of Canadian film, highlighting the genre’s significant impact on the National Film Board of Canada and on contemporary global documentary media.

Interactive Notebook: Language Arts Workbook, Grade 8

Author : Schyrlet Cameron,Carolyn Craig
Publisher : Carson-Dellosa Publishing
Page : 64 pages
File Size : 54,6 Mb
Release : 2019-01-02
Category : Education
ISBN : 9781483854960

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Interactive Notebook: Language Arts Workbook, Grade 8 by Schyrlet Cameron,Carolyn Craig Pdf

Encourage students to create their own learning portfolios with the Mark Twain Interactive Notebook: Language Arts for grade 8. This 64-page interactive notebook includes 28 lessons in nouns, verbs, adjectives, adverbs, prepositions, and more. Students are encouraged to be creative, use color, and work with interactive content to gain a greater understanding of the topics covered. This workbook helps students record, store, and organize essential information and serve as resources for review and test prep. The Interactive Notebook: Language Arts Series for grades 6 through 8 is designed to allow students to become active participants in their own learning by creating interactive notebooks. Each book provides an easy-to-follow plan for setting up, creating, and maintaining interactive notebooks for the language arts classroom. Mark Twain Media Publishing Company specializes in providing engaging supplemental books and decorative resources to complement middle- and upper-grade classrooms. Designed by leading educators, this product line covers a range of subjects including mathematics, sciences, language arts, social studies, history, government, fine arts, and character.

History of Dance

Author : Gayle Kassing
Publisher : Human Kinetics
Page : 320 pages
File Size : 40,8 Mb
Release : 2017-06-22
Category : Performing Arts
ISBN : 9781492586425

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History of Dance by Gayle Kassing Pdf

History of Dance, Second Edition, offers readers a panoramic view of dance from prehistory to the present. The text covers the dance forms, designs, artists, costumes, performing spaces, and accompaniments throughout the centuries and around the globe. Its investigative approach engages students in assignments and web projects that reinforce the learning from the text, and its ancillaries for both teachers and students make it easy for students to perceive, create, and respond to the history of dance. New to This Edition History of Dance retains its strong foundations from the first edition while adding these new and improved features: • An instructor guide with media literacy assignments, teaching tips, strategies for finding historical videos, and more • A test bank with hundreds of questions for creating tests and quizzes • A presentation package with hundreds of slides that present key points and graphics • A web resource with activities, extensions of chapter content, annotated links to useful websites, and study aids • Developing a Deeper Perspective assignments that encourage students to use visual or aesthetic scanning, learn and perform period dances, observe and write performance reports, develop research projects and WebQuests (Internet-based research projects), and participate in other learning activities • Experiential learning activities that help students dig deeper into the history of dance, dancers, and significant dance works and literature • Eye-catching full-color interior that adds visual appeal and brings the content to life Also new to this edition is a chapter entitled “Global Interactions: 2000–2016,” which examines dance in the 21st century. Resources and Activities The web resources and experiential learning activities promote student-centered learning and help students develop critical thinking and investigative skills.Teachers can use the experiential learning activities as extended projects to help apply the information and to use technology to make the history of dance more meaningful. Three Parts History of Dance is presented in three parts. Part I covers early dance history, beginning with prehistoric times and moving through ancient civilizations in Greece, Crete, Egypt, and Rome and up to the Renaissance. Part II explores dance from the Renaissance to the 20th century, including a chapter on dance in the United States from the 17th through 19th centuries. Part III unfolds the evolution of American dance from the 20th century to the present, examining imported influences, emerging modern dance and ballet, and new directions for both American ballet and modern dance. Chapters Each chapter focuses on the dancers and choreographers, the dances, and significant dance works and literature from the time period. Students will learn how dance design has changed through the ages and how new dance genres, forms, and styles have emerged and continue to emerge. The chapters also include special features, such as History Highlight sidebars and Time Capsule charts, to help students place dancers, events, and facts in their proper context and perspective. Vocabulary words appear at the end of each chapter, as do questions that prompt review of the chapter’s important information. The text is reader-friendly and current, and it is supported by the national standards in dance, arts education, social studies, and technology education. Through History of Dance, students will acquire a well-rounded view of dance from the dawn of time to the present day. This influential text offers students a foundation for understanding and a springboard for studying dance in the 21st century.

Classroom Strategies for Interactive Learning

Author : Doug Buehl
Publisher : Taylor & Francis
Page : 549 pages
File Size : 53,7 Mb
Release : 2023-10-10
Category : Education
ISBN : 9781003843849

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Classroom Strategies for Interactive Learning by Doug Buehl Pdf

Educators across all content areas have turned to Classroom Strategies for Interactive Learning for almost two decades. The fourth edition delivers rich, practical, and research-based strategies that readers have found invaluable in today's classrooms. Author Doug Buehl has written all-new chapters that focus on the instructional shifts taking place as the Common Core State Standards are implemented across the United States. These introductory chapters will help you do the following: Understand research based comprehension strategies for content classrooms Tap into students' background knowledge to build upon and enhance comprehension of complex texts Teach students how to question a text Teach reading and thinking through a disciplinary lens At the heart of this edition are more than 40 classroom strategies with variations and strategy indexes that identify the instructional focus of each strategy, pinpoint the text frames in play as students read and learn, and correlate students' comprehension processes. In addition, each strategy is cross-referenced with the Common Core's reading, writing, speaking/listening, and language standards.