The Literacies Of The Esports Ecosystem

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The Literacies of the Esports Ecosystem

Author : Anonim
Publisher : BRILL
Page : 242 pages
File Size : 43,8 Mb
Release : 2023-12-18
Category : Education
ISBN : 9789004689770

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The Literacies of the Esports Ecosystem by Anonim Pdf

Esports is a global phenomenon that has attracted the attention of multiple interested parties—from investors to K-12 schools and universities. This text chronicles the multitude of ways that people are making meaning within and around the esports ecosystem. Literacies that occur in the esports ecosystem are the result of a collision of diverse experiences, actions, peoples, games, software, hardware, and roles. These literacies are multifaceted, multilayered, and multifarious. By acknowledging the call that these literacies hold, stakeholders can argue for their appreciation at all levels of the ecosystem. Literacies of the Esports Ecosystem answers this call. Contributors are: Anthony Betrus, Andrew Cochran, Luis E. Pérez Cortés, Jason Engerman, Thorkild Hanghøj, Ryan Rish and Kevin Sweeney.

Esports Research and Its Integration in Education

Author : Harvey, Miles M.,Marlatt, Rick
Publisher : IGI Global
Page : 313 pages
File Size : 51,9 Mb
Release : 2021-06-25
Category : Games & Activities
ISBN : 9781799870715

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Esports Research and Its Integration in Education by Harvey, Miles M.,Marlatt, Rick Pdf

The world of esports in education is booming, and the field needs empirical studies to help ground much of what is going on in the field. Over the last couple years, there appears to be a large amount of anecdotal evidence surrounding esports and its role in education, but researchers, teachers, coaches, and organizations need peer-reviewed, research-based evidence so they can evolve the field at large. As the amount of esports teams and organizations continues to rise, so will the need for the field to provide empirical research about esports and education and the effect it has on students and those who partake in it. Esports Research and Its Integration in Education is an essential reference source for those interested in educational research related to esports topics as they are approached through multiple ages of schooling and infused throughout a variety of content areas and research methodologies. The book covers empirical studies that help practitioners to understand how esports is developing within and around learning institutions and what the impact may be on students and their contemporary educational experiences. Covering topics such as college and career readiness, literacy practices, and urban education, this text is essential for stakeholders involved in the rise of esports, administrators, teachers, coaches, researchers, students, and academicians.

Esports in the Asia-Pacific

Author : Filippo Gilardi,Paul Martin
Publisher : Springer Nature
Page : 281 pages
File Size : 46,8 Mb
Release : 2023-10-24
Category : Social Science
ISBN : 9789819937967

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Esports in the Asia-Pacific by Filippo Gilardi,Paul Martin Pdf

This is an edited book that fills a gap in knowledge by providing a comprehensive view of esports practice from the Asia and Pacific region. The volume looks at the development of esports through the interconnections between institutions, industries, players, and society, across the Asia-Pacific. Over the last two decades, the Asia-Pacific region has been central to the growth and development of esports. The value of this book lies in its ability to provide a view of esport from countries that are currently underrepresented in the literature such as Vietnam, Malaysia, Taiwan, Hong Kong, Singapore, Philippines and Australia while still integrating chapters looking at more well-researched countries such as China, Korea, and Japan. Through its diverse case studies, the book serves as a resource for scholars and educators worldwide who seek diverse examples with which to improve understanding of the esports phenomenon and the inclusiveness of media and communication curricula. chapters “Introduction to Esports in the Asia-Pacific” and “Conclusions to Esports in the Asia–Pacific” are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Bridging Literacies with Videogames

Author : Hannah R. Gerber,Sandra Schamroth Abrams
Publisher : Springer
Page : 210 pages
File Size : 40,9 Mb
Release : 2014-09-23
Category : Education
ISBN : 9789462096684

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Bridging Literacies with Videogames by Hannah R. Gerber,Sandra Schamroth Abrams Pdf

Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.

Handbook of Research on Pathways and Opportunities Into the Business of Esports

Author : Andrews, Sharon,Crawford, Caroline M.
Publisher : IGI Global
Page : 473 pages
File Size : 55,5 Mb
Release : 2021-06-25
Category : Games & Activities
ISBN : 9781799873020

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Handbook of Research on Pathways and Opportunities Into the Business of Esports by Andrews, Sharon,Crawford, Caroline M. Pdf

Esports have attracted considerable attention over the past few years and become an industry that is projected to continue to increase rapidly. Intersecting with the esports industry are organizations and businesses that develop and support the esports game experience. Included is the entrepreneurial spirit of gamers, who are interested in creating their own career paths through capturing and posting gaming microassists on different public venues that are driven by advertising dollars, invitational competition monetary winnings, and other forms of marketing their expertise for financial gain. All these organizations and industries form satellites of career opportunities as well as opportunities for research and enhanced forward-leaning study. Such career opportunities can be explicitly addressed within the structure of university degree and micro-credential certificate programs, some of which have begun to offer esports-directed degrees, but most of which have not yet moved from esports clubs into a recognition of the business and industry monetization of esports. The Handbook of Research on Pathways and Opportunities Into the Business of Esports addresses the intersection of esports gaming and the business and industry of esports, rather than an exploration of the video games themselves. It is the supporting and intersecting industry driven by esports and the vast opportunities this brings that are the foci of this book. Covering topics including digital learning, esport marketing curriculum, and gaming culture, this text is essential for business professionals, industry analysts, entrepreneurs, managers, coaches, marketers, advertisers, brand managers, university and college administrators, faculty and researchers, students, professors, and academicians.

Playing with Teaching

Author : Antero Garcia,Jennifer S. Dail,Shelbie Witte
Publisher : Gaming Ecologies and Pedagogie
Page : 105 pages
File Size : 46,8 Mb
Release : 2020
Category : Education
ISBN : 9004388745

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Playing with Teaching by Antero Garcia,Jennifer S. Dail,Shelbie Witte Pdf

The possibilities of gaming for transformative and equity-driven instructional teaching practice are more robust than ever before. And yet, support for designing playful learning opportunities are too often not addressed or taught in professional development or teacher education programs. Considering the complex demands in public schools today and the niche pockets of extracurricular engagement in which youth find themselves, Playing with Teaching serves as a hands-on resource for teachers and teacher educators. Particularly focused on how games - both digital and non-digital - can shape unique learning and literacy experiences for young people today, this book's chapters look at numerous examples that educators can bring into their classrooms today.0By exploring how teachers can support literacy practices through gaming, this volume provides specific strategies for heightening literacy learning and playful experiences in classrooms. The classroom examples of gameful teaching described in each chapter not only provide practical examples of games and learning, but offer critical perspectives on why games in literacy classrooms matter today. 0Through depictions of cutting-edge of powerful and playful pedagogy, this book is not a how-to manual. Rather, Playing with Teaching fills a much-needed space demonstrating how games are applied in classrooms today. It is an invitation to reimagine classrooms as spaces to newly investigate playful approaches to teaching and learning with adolescents. Roll the dice and give playful literacy instruction a try. 0Contributors are: Jill Bidenwald, Jennifer S. Dail, Elizabeth DeBoeser, Antero Garcia, Kip Glazer, Emily Howell, Lindy L. Johnson, Rachel Kaminski Sanders, Jon Ostenson, Chad Sansing, and Shelbie Witte.

Games and Education: Designs in and for Learning

Author : Anonim
Publisher : BRILL
Page : 238 pages
File Size : 55,9 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.

Understanding Esports

Author : Ryan Rogers
Publisher : Rowman & Littlefield
Page : 250 pages
File Size : 43,6 Mb
Release : 2019-09-18
Category : Social Science
ISBN : 9781498589819

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Understanding Esports by Ryan Rogers Pdf

This book provides a broad view of the history, experience, and impact of professional Esports as it has shifted the cultural and athletic landscape during its rise.

The Critical Media Literacy Guide

Author : Douglas Kellner,Jeff Share
Publisher : Brill
Page : 0 pages
File Size : 46,9 Mb
Release : 2019
Category : Critical pedagogy
ISBN : 9004404511

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The Critical Media Literacy Guide by Douglas Kellner,Jeff Share Pdf

The Critical Media Literacy Guide: Engaging Media and Transforming Education provides a theoretical framework and practical applications in which educators put these ideas into action in classrooms with students from kindergarten up through the university.

We the Gamers

Author : Karen Schrier
Publisher : Oxford University Press
Page : 224 pages
File Size : 44,7 Mb
Release : 2021-04-30
Category : Games & Activities
ISBN : 9780190926137

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We the Gamers by Karen Schrier Pdf

Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New Horizons. The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together.

The Language of Gaming

Author : Astrid Ensslin
Publisher : Bloomsbury Publishing
Page : 219 pages
File Size : 42,5 Mb
Release : 2017-09-16
Category : Language Arts & Disciplines
ISBN : 9780230357082

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The Language of Gaming by Astrid Ensslin Pdf

This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and 'buddylects' - The construction of game worlds and their rules, of gamer identities and communities - Dominant discourse patterns among gamers and how they relate to the nature of gaming - The multimodal language of games and gaming - The ways in which ideologies of race, gender, media effects and language are constructed Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.

The Learning-Centered University

Author : Steven Mintz
Publisher : JHU Press
Page : 230 pages
File Size : 44,8 Mb
Release : 2024-01-30
Category : Education
ISBN : 9781421448039

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The Learning-Centered University by Steven Mintz Pdf

An essential guide to transforming the college experience for student success. In The Learning-Centered University, renowned historian Steven Mintz unveils a comprehensive blueprint for addressing the critical issues of stagnating incomes and productivity, persistent wealth inequalities, and political polarization plaguing colleges and universities today. With practical strategies and a deep understanding of the history and future of higher education, Mintz outlines how we can transform higher education to promote access, affordability, degree attainment, and equity. Mintz provides a thought-provoking analysis of the challenges facing higher education, from the growing disparities in resources and facilities to the need for a more holistic approach to students' development. He offers actionable solutions to create a more interactive, engaging, and skills-focused learning environment. From seamless community college transfers to embedding career preparation throughout the undergraduate experience, Mintz steers institutions toward a future that embraces innovation and student success. This essential guide also explores the transformative potential of technology in education, the importance of equity and student support services, and the future of the humanities. Drawing on his vast teaching experience and expertise in student success, Mintz provides practical insights and strategies for driving academic innovation and overcoming resistance to change. The Learning-Centered University is an invaluable resource for educators, administrators, and policy makers who are dedicated to offering a more equitable, accessible, and impactful learning experience for all students.

Digest of Education Statistics

Author : Anonim
Publisher : Unknown
Page : 148 pages
File Size : 44,6 Mb
Release : 1969
Category : Education
ISBN : UIUC:30112026512027

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Digest of Education Statistics by Anonim Pdf

Contains information on a variety of subjects within the field of education statistics, including the number of schools and colleges, enrollments, teachers, graduates, educational attainment, finances, Federal funds for education, libraries, international education, and research and development.

Innovative Learning Environments in STEM Higher Education

Author : Jungwoo Ryoo,Kurt Winkelmann
Publisher : Springer Nature
Page : 148 pages
File Size : 52,9 Mb
Release : 2021-03-11
Category : Social Science
ISBN : 9783030589486

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Innovative Learning Environments in STEM Higher Education by Jungwoo Ryoo,Kurt Winkelmann Pdf

As explored in this open access book, higher education in STEM fields is influenced by many factors, including education research, government and school policies, financial considerations, technology limitations, and acceptance of innovations by faculty and students. In 2018, Drs. Ryoo and Winkelmann explored the opportunities, challenges, and future research initiatives of innovative learning environments (ILEs) in higher education STEM disciplines in their pioneering project: eXploring the Future of Innovative Learning Environments (X-FILEs). Workshop participants evaluated four main ILE categories: personalized and adaptive learning, multimodal learning formats, cross/extended reality (XR), and artificial intelligence (AI) and machine learning (ML). This open access book gathers the perspectives expressed during the X-FILEs workshop and its follow-up activities. It is designed to help inform education policy makers, researchers, developers, and practitioners about the adoption and implementation of ILEs in higher education.

Raising the Stakes

Author : T. L. Taylor
Publisher : MIT Press
Page : 333 pages
File Size : 50,7 Mb
Release : 2015-01-30
Category : Games & Activities
ISBN : 9780262527583

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Raising the Stakes by T. L. Taylor Pdf

How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.