Learning in Video Game Affinity Spaces

Learning in Video Game Affinity Spaces
Title Learning in Video Game Affinity Spaces PDF eBook
Author Elisabeth R. Hayes
Publisher New Literacies and Digital Epistemologies
Total Pages 0
Release 2012
Genre Video games
ISBN 9781433109836

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The authors consider games as importantly, the social interactions around games, not in terms of how they should be managed or incorporated into existing educational structures, but for what they tell us about the forms of learning and literacy that are already instantiated within the use of these media.

Games, Learning, and Society

Games, Learning, and Society
Title Games, Learning, and Society PDF eBook
Author Constance Steinkuehler
Publisher Cambridge University Press
Total Pages 489
Release 2012-06-11
Genre Psychology
ISBN 1139510215

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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.

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

What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Title What Video Games Have to Teach Us About Learning and Literacy. Second Edition PDF eBook
Author James Paul Gee
Publisher Macmillan
Total Pages 233
Release 2014-12-02
Genre Education
ISBN 1466886420

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Cognitive Development in a Digital Age 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. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Good Video Games + Good Learning

Good Video Games + Good Learning
Title Good Video Games + Good Learning PDF eBook
Author James Paul Gee
Publisher New Literacies and Digital Epistemologies
Total Pages 0
Release 2013
Genre Apprentissage cognitif
ISBN 9781433123931

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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.

Good Video Games + Good Learning

Good Video Games + Good Learning
Title Good Video Games + Good Learning PDF eBook
Author James Paul Gee
Publisher Peter Lang
Total Pages 212
Release 2007
Genre Education
ISBN 9780820497037

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Textbook

Developments in Current Game-Based Learning Design and Deployment

Developments in Current Game-Based Learning Design and Deployment
Title Developments in Current Game-Based Learning Design and Deployment PDF eBook
Author Felicia, Patrick
Publisher IGI Global
Total Pages 454
Release 2012-07-31
Genre Education
ISBN 1466618655

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Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes. Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.

Game-based Learning in Action

Game-based Learning in Action
Title Game-based Learning in Action PDF eBook
Author Matthew Farber
Publisher New Literacies and Digital Epistemologies
Total Pages 0
Release 2018
Genre Educational games
ISBN 9781433144745

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Matthew Farber's Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games showcases how one affinity group of K12 educators--known as "The Tribe"--teaches with games.