The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom

The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom
Title The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom PDF eBook
Author Richard Colby
Publisher Springer Nature
Total Pages 339
Release 2021-01-27
Genre Study Aids
ISBN 303063311X

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This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.

Gamification in the RhetComp Curriculum

Gamification in the RhetComp Curriculum
Title Gamification in the RhetComp Curriculum PDF eBook
Author Christopher McGunnigle
Publisher Vernon Press
Total Pages 334
Release 2023-01-17
Genre Education
ISBN 1648896103

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Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.

›Assassin’s Creed‹ in the Classroom

›Assassin’s Creed‹ in the Classroom
Title ›Assassin’s Creed‹ in the Classroom PDF eBook
Author Erik Champion
Publisher Walter de Gruyter GmbH & Co KG
Total Pages 266
Release 2023-12-18
Genre Games & Activities
ISBN 3111253473

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The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.

Multimodal and Digital Creative Writing Pedagogies

Multimodal and Digital Creative Writing Pedagogies
Title Multimodal and Digital Creative Writing Pedagogies PDF eBook
Author Kristina Wright
Publisher Rowman & Littlefield
Total Pages 203
Release 2023-07-21
Genre Education
ISBN 1666931535

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This dynamic collection offers a breadth of expertise and informed pedagogies on teaching multimodal and digital creative writing in the college classroom. This book gives clear guidance with lesson plans, online resources, sample student work, and adaptable assignments.

Optimizing Play

Optimizing Play
Title Optimizing Play PDF eBook
Author Christopher A. Paul
Publisher MIT Press
Total Pages 201
Release 2024-05-14
Genre Games & Activities
ISBN 0262547783

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An unexpected take on how games work, what the stakes are for them, and how game designers can avoid the traps of optimization. The process of optimization in games seems like a good thing—who wouldn’t want to find the most efficient way to play and win? As Christopher Paul argues in Optimizing Play, however, optimization can sometimes risk a tragedy of the commons, where actions that are good for individuals jeopardize the overall state of the game for everyone else. As he explains, players inadvertently limit play as they theorycraft, seeking optimal choices. The process of developing a meta, or the most effective tactic available, structures decision making, causing play to stagnate. A “stale” meta then creates a perception that a game is solved and may lead players to turn away from the game. Drawing on insights from game studies, rhetoric, the history of science, ecology, and game theory literature, Paul explores the problem of optimization in a range of video games, including Overwatch, FIFA/EA Sports FC, NBA 2K, Clash Royale, World of Warcraft, and League of Legends. He also pulls extensively from data analytics in sports, where the problem has progressed further and is even more intractable than it is in video games, given the money sports teams invest to find an edge. Finally, Paul offers concrete and specific suggestions for how games can be developed to avoid the trap set by optimization run amok.

We the Gamers

We the Gamers
Title We the Gamers PDF eBook
Author Karen Schrier
Publisher Oxford University Press
Total Pages 401
Release 2021
Genre Education
ISBN 0190926104

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Combining research-based perspectives and current examples including Minecraft and Animal Crossing : New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.

Rhetoric/Composition/Play through Video Games

Rhetoric/Composition/Play through Video Games
Title Rhetoric/Composition/Play through Video Games PDF eBook
Author R. Colby
Publisher Springer
Total Pages 239
Release 2013-03-20
Genre Education
ISBN 1137307676

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An edited collection whose contributors analyze the relationship between writing, learning, and video games/videogaming, these essays consist of academic essays from writing and rhetoric teacher-scholars, who theorize, and contextualize how computer/video games enrich writing practices within and beyond the classroom and the teaching of writing.