Video Games And Learning

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Video Games and Learning

Author : Kurt Squire
Publisher : Teachers College Press
Page : 0 pages
File Size : 47,6 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.

Learning by Playing

Author : Fran Blumberg
Publisher : Oxford University Press, USA
Page : 386 pages
File Size : 47,5 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.

Good Video Games + Good Learning

Author : James Paul Gee
Publisher : Peter Lang
Page : 212 pages
File Size : 49,9 Mb
Release : 2007
Category : Computer games
ISBN : 0820497037

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Good Video Games + Good Learning by James Paul Gee Pdf

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Computer Games for Learning

Author : Richard E. Mayer
Publisher : MIT Press
Page : 303 pages
File Size : 42,9 Mb
Release : 2014-07-11
Category : Education
ISBN : 9780262027571

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Computer Games for Learning by Richard E. Mayer Pdf

A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer 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 : 45,5 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 : New Literacies and Digital Epistemologies
Page : 0 pages
File Size : 53,8 Mb
Release : 2013
Category : Apprentissage cognitif
ISBN : 1433123932

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Good Video Games + Good Learning by James Paul Gee Pdf

The chapters in this book argue that good games teach through well-designed problem-solving experiences. In the end, the book offers a model of collaborative, interactive, and embodied learning centered on problem solving, a model that can be enhanced by games, but which can be accomplished in many different ways with or without games.

Literature, Videogames and Learning

Author : Andrew Burn
Publisher : Routledge
Page : 232 pages
File Size : 47,6 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.

Connected Gaming

Author : Yasmin B. Kafai,Quinn Burke
Publisher : MIT Press
Page : 221 pages
File Size : 49,7 Mb
Release : 2024-03-19
Category : Education
ISBN : 9780262551557

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Connected Gaming by Yasmin B. Kafai,Quinn Burke Pdf

How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.

Families at Play

Author : Sinem Siyahhan,Elisabeth Gee
Publisher : MIT Press
Page : 213 pages
File Size : 42,5 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.

Why Video Games are Good for Your Soul

Author : James Paul Gee
Publisher : Common Ground
Page : 132 pages
File Size : 53,7 Mb
Release : 2005
Category : Computers
ISBN : 9781863355742

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Why Video Games are Good for Your Soul by James Paul Gee Pdf

Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people.

The Game Believes in You

Author : Greg Toppo
Publisher : St. Martin's Press
Page : 256 pages
File Size : 53,7 Mb
Release : 2015-04-21
Category : Computers
ISBN : 9781466879454

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The Game Believes in You by Greg Toppo Pdf

What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book: *A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond. *A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities. *A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft. Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again—right away—and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.

Videogames and Education

Author : Harry J. Brown
Publisher : Routledge
Page : 248 pages
File Size : 48,6 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.

Mathematics Education for a New Era

Author : Keith Devlin
Publisher : CRC Press
Page : 218 pages
File Size : 40,7 Mb
Release : 2011-02-25
Category : Computers
ISBN : 9781439867716

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Mathematics Education for a New Era by Keith Devlin Pdf

Stanford mathematician and NPR Math Guy Keith Devlin explains why, fun aside, video games are the ideal medium to teach middle-school math. Aimed primarily at teachers and education researchers, but also of interest to game developers who want to produce videogames for mathematics education, Mathematics Education for a New Era: Video Games as a Medium for Learning describes exactly what is involved in designing and producing successful math educational videogames that foster the innovative mathematical thinking skills necessary for success in a global economy. Read the author's monthly MAA column Devlin's Angle

Games, Learning, and Society

Author : Constance Steinkuehler,Kurt Squire,Sasha Barab
Publisher : Cambridge University Press
Page : 128 pages
File Size : 42,6 Mb
Release : 2012-06-11
Category : Psychology
ISBN : 9781139510219

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

This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.