Digital Play
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Author |
: Mona Sakr |
Publisher |
: SAGE |
Total Pages |
: 199 |
Release |
: 2019-09-30 |
ISBN-10 |
: 9781526479976 |
ISBN-13 |
: 1526479974 |
Rating |
: 4/5 (76 Downloads) |
Synopsis Digital Play in Early Childhood by : Mona Sakr
Critically examining the fears that commonly surround young children′s play involving digital technologies, this book seeks to address each of the negatives and present the positive possibilities of technology when it comes to early childhood. Using observations of children in play and cutting-edge research, this book will empower students and build their confidence so that they are able to challenge perceptions and think creatively about how they can use technology. Each chapter includes case studies, research spotlights, activities and annotated further reading to help students develop their critical thinking, deepen their research and connect theory with practice.
Author |
: Christine Stephen |
Publisher |
: Routledge |
Total Pages |
: 149 |
Release |
: 2020-04-24 |
ISBN-10 |
: 9780429815003 |
ISBN-13 |
: 042981500X |
Rating |
: 4/5 (03 Downloads) |
Synopsis Digital Play and Technologies in the Early Years by : Christine Stephen
Technologies are a pervasive feature of contemporary life for adults and children. However, young children’s experiences with digital technologies are often the subject of polarised debate among parents, educators, policymakers and social commentators, particularly since the advent of tablets and smartphones changed access to the Internet and the nature of interactions with digital resources. Some are opposed to children’s engagement with digital resources, concerned that the activities they afford are not developmentally appropriate, limit physical activity and restrict the development of social skills. Others welcome digital technologies which they see as offering new and enhanced ways of learning and sharing knowledge. Despite this level of popular and policy interest in young children’s interactions with digital technologies our understanding of the influence of these technologies on playing and learning, and on the role of educators, has remained surprisingly limited. The contributions to this book fill in the gaps of our existing understanding of the field. They focus on children and families from Australia to England to Estonia, the how and why of encounters with digital technologies, the nature of digital play and questions about practice and practitioners. The book raises critical questions and offers new understandings and theoretical insights around one of the ‘hot topics’ in early years research. This book was originally published as a special issue of the Early Years journal.
Author |
: Maaike Lauwaert |
Publisher |
: Amsterdam University Press |
Total Pages |
: 160 |
Release |
: 2009 |
ISBN-10 |
: 9789089640802 |
ISBN-13 |
: 9089640800 |
Rating |
: 4/5 (02 Downloads) |
Synopsis The Place of Play by : Maaike Lauwaert
A fascinating, eclectic analysis of the changing geographies of play in contemporary society.
Author |
: Mary Flanagan |
Publisher |
: MIT Press |
Total Pages |
: 222 |
Release |
: 2014-07-18 |
ISBN-10 |
: 9780262027663 |
ISBN-13 |
: 0262027666 |
Rating |
: 4/5 (63 Downloads) |
Synopsis Values at Play in Digital Games by : Mary Flanagan
A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.
Author |
: Greg Toppo |
Publisher |
: St. Martin's Press |
Total Pages |
: 258 |
Release |
: 2015-04-21 |
ISBN-10 |
: 9781466879454 |
ISBN-13 |
: 1466879459 |
Rating |
: 4/5 (54 Downloads) |
Synopsis The Game Believes in You by : Greg Toppo
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.
Author |
: Krystina Madej |
Publisher |
: Springer |
Total Pages |
: 99 |
Release |
: 2016-11-25 |
ISBN-10 |
: 9783319428758 |
ISBN-13 |
: 3319428756 |
Rating |
: 4/5 (58 Downloads) |
Synopsis Physical Play and Children’s Digital Games by : Krystina Madej
Play engages humans cognitively, emotionally, and physically at all ages. Using a historical framework, and focusing on play as represented by material artifacts such as toys and games, this book explores play as a form of somatic engagement that reflects cultural attitudes about development and learning as these have evolved over time in western culture. Theorists in the twentieth century such as Klein and Winnicott, Huizinga and Callois, Piaget, Bruner and Vygotsy brought different perspectives to our understanding of play’s role in our society. In particular, Vygotsky’s theories about process provide insight into how children attend to learning and assimilate new information. The increasing use of digital media as both an entertainment and learning environment at ever-younger ages, is generating new discussions about the nature and value of play in children’s development, in particular, physical, or somatic play. The emphasis on games intended for children necessitates a discussion of the cognitive, behavioral, and neuroscience that supports play activities and physical engagement as a crucial aspect of development. The book then looks at the trajectory of digital games in contemporary culture and explores whether these artifacts (whether intended for learning or entertainment) have extended or are curtailing boundaries of somatic engagement. Finally, the book discusses alternative play and game design and, speculates on the future of new media play artifacts.
Author |
: Jessica Stone |
Publisher |
: Routledge |
Total Pages |
: 272 |
Release |
: 2021-12-29 |
ISBN-10 |
: 036775553X |
ISBN-13 |
: 9780367755539 |
Rating |
: 4/5 (3X Downloads) |
Synopsis Digital Play Therapy by : Jessica Stone
The newly updated Digital Play Therapy focuses on the responsible integration of technology into play therapy during and after the COVID-19 pandemic. With a respect for the many different modalities and approaches under the play therapy umbrella, this book incorporates therapist fundamentals, play therapy tenets, and practical information for the responsible integration of digital tools into play therapy treatment. All chapters have been updated, and new chapters discuss strategies for using teletherapy effectively during and beyond the pandemic. This revised edition provides a solid grounding both for clinicians who are brand new to the incorporation of digital tools as well as to those who have already begun to witness digital play therapy's power.
Author |
: Kay Owen |
Publisher |
: SAGE |
Total Pages |
: 216 |
Release |
: 2021-04-07 |
ISBN-10 |
: 9781529758641 |
ISBN-13 |
: 1529758645 |
Rating |
: 4/5 (41 Downloads) |
Synopsis Play in the Early Years by : Kay Owen
Play in the Early Years provides an accessible overview of key concepts, debates and approaches to children’s Play. This book: · Considers play from a variety of perspectives · Offers expert insights into theory and research in each area · Encourages the reader to critically reflect on both theory and practice With features including key terms, case studies, reflective questions, spotlights on research and an accompanying glossary, this text is perfect for everyone who is interested in Play - from those just starting undergraduate degrees through to those with more advanced knowledge or experience.
Author |
: Douglas Eyman |
Publisher |
: Parlor Press LLC |
Total Pages |
: 358 |
Release |
: 2016-04-06 |
ISBN-10 |
: 9781602357341 |
ISBN-13 |
: 160235734X |
Rating |
: 4/5 (41 Downloads) |
Synopsis Play/Write by : Douglas Eyman
lay/Write: Digital Rhetoric, Writing, Games is an edited collection of essays that examines the relationship between games and writing – examining how writing functions both within games and the networks of activity that surround games and gameplay. The collection is organized based on the primary location and function of the game-writing relationship, examining writing about games (games as objects of critique and sites of rhetorical action), ancillary and instructional writing that takes place around games, the writing that takes place within the game, using games as persuasive forms of communication (writing through games), and writing that goes into the production of games. While not every chapter focuses exclusively on pedagogy, the collection includes many selections that consider the possibilities of using computer games in writing instruction. However, it also provides a bridge between academic views of games as contexts for writing and industry approaches to the writing process in game design, as well as an examination of a variety of game-related genres that could be used in composition courses.
Author |
: Catherine Beavis |
Publisher |
: Taylor & Francis |
Total Pages |
: 251 |
Release |
: 2017-05-08 |
ISBN-10 |
: 9781134979042 |
ISBN-13 |
: 1134979045 |
Rating |
: 4/5 (42 Downloads) |
Synopsis Serious Play by : Catherine Beavis
Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.