Digital Games
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Author |
: Nicola Whitton |
Publisher |
: Routledge |
Total Pages |
: 231 |
Release |
: 2014-03-26 |
ISBN-10 |
: 9781136216442 |
ISBN-13 |
: 1136216448 |
Rating |
: 4/5 (42 Downloads) |
Synopsis Digital Games and Learning by : Nicola Whitton
In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.
Author |
: Jason Rutter |
Publisher |
: SAGE |
Total Pages |
: 270 |
Release |
: 2006-04-20 |
ISBN-10 |
: 9781847877666 |
ISBN-13 |
: 1847877664 |
Rating |
: 4/5 (66 Downloads) |
Synopsis Understanding Digital Games by : Jason Rutter
There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.
Author |
: Aphra Kerr |
Publisher |
: SAGE |
Total Pages |
: 198 |
Release |
: 2006-04-06 |
ISBN-10 |
: 1412900476 |
ISBN-13 |
: 9781412900478 |
Rating |
: 4/5 (76 Downloads) |
Synopsis The Business and Culture of Digital Games by : Aphra Kerr
This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.
Author |
: Marios C. Angelides |
Publisher |
: John Wiley & Sons |
Total Pages |
: 611 |
Release |
: 2014-02-19 |
ISBN-10 |
: 9781118796276 |
ISBN-13 |
: 1118796276 |
Rating |
: 4/5 (76 Downloads) |
Synopsis Handbook of Digital Games by : Marios C. Angelides
This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.
Author |
: |
Publisher |
: Academic Press |
Total Pages |
: 366 |
Release |
: 2015-09-25 |
ISBN-10 |
: 9780128018408 |
ISBN-13 |
: 0128018402 |
Rating |
: 4/5 (08 Downloads) |
Synopsis Emotions, Technology, and Digital Games by :
Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. - Details how games affect emotions—both during and after play - Describes how we can manage a player's affective reactions - Applies the emotional affect to making games more immersive - Examines game-based learning and education - Identifies which components of online games support socio-emotional development - Discusses the impact of game-based emotions beyond the context of games
Author |
: Katrin Becker |
Publisher |
: Springer |
Total Pages |
: 429 |
Release |
: 2016-09-29 |
ISBN-10 |
: 9783319122236 |
ISBN-13 |
: 3319122231 |
Rating |
: 4/5 (36 Downloads) |
Synopsis Choosing and Using Digital Games in the Classroom by : Katrin Becker
This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.
Author |
: Nicola Whitton |
Publisher |
: Routledge |
Total Pages |
: 231 |
Release |
: 2009-09-10 |
ISBN-10 |
: 9781135215903 |
ISBN-13 |
: 1135215901 |
Rating |
: 4/5 (03 Downloads) |
Synopsis Learning with Digital Games by : Nicola Whitton
Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults. Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers: A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning Practical examples of educational game design and development. This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice. A companion website is available and provides up-to-date technological information, additional resources and further examples.
Author |
: Jason Rutter |
Publisher |
: SAGE |
Total Pages |
: 290 |
Release |
: 2006-04-20 |
ISBN-10 |
: 9781446235966 |
ISBN-13 |
: 1446235963 |
Rating |
: 4/5 (66 Downloads) |
Synopsis Understanding Digital Games by : Jason Rutter
There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.
Author |
: Ananda Mitra |
Publisher |
: Infobase Holdings, Inc |
Total Pages |
: 126 |
Release |
: 2020-03-01 |
ISBN-10 |
: 9781438182650 |
ISBN-13 |
: 1438182651 |
Rating |
: 4/5 (50 Downloads) |
Synopsis Digital Games, Revised Edition by : Ananda Mitra
In 2006, about 67 percent of Americans played video games using a computer or game console such as PlayStation, Xbox, or Wii. Video games have come a long way since they were developed in the 1970s. In the past, game programs used a computer-like gadget that could be connected to the television. The players would look at the image on the television screen, hence the name "video game." With the development of personal computers in the 1980s, the computer monitor became a more popular display device, leading to the new term "computer game." These terms, along with "digital game," are now interchangeable. Digital Games, Revised Edition explains the history of digital games, explores how the games have affected players and society, and discusses emerging trends in the digital gaming industry.
Author |
: Hayo Reinders |
Publisher |
: Springer |
Total Pages |
: 250 |
Release |
: 2012-06-12 |
ISBN-10 |
: 9781137005267 |
ISBN-13 |
: 1137005262 |
Rating |
: 4/5 (67 Downloads) |
Synopsis Digital Games in Language Learning and Teaching by : Hayo Reinders
This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.