Teaching Games and Game Studies in the Literature Classroom

Teaching Games and Game Studies in the Literature Classroom
Author :
Publisher : Bloomsbury Publishing
Total Pages : 257
Release :
ISBN-10 : 9781350269712
ISBN-13 : 1350269719
Rating : 4/5 (12 Downloads)

Synopsis Teaching Games and Game Studies in the Literature Classroom by : Tison Pugh

Using concrete examples from the classroom, this book explores the benefits and challenges of using, making, and studying games in literature classrooms in a variety of institutions and settings.

Teaching Games and Game Studies in the Literature Classroom

Teaching Games and Game Studies in the Literature Classroom
Author :
Publisher : Bloomsbury Publishing
Total Pages : 257
Release :
ISBN-10 : 9781350269736
ISBN-13 : 1350269735
Rating : 4/5 (36 Downloads)

Synopsis Teaching Games and Game Studies in the Literature Classroom by : Tison Pugh

Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory but focuses on practical applications to develop students' critical thinking skills and intercultural competence through both digital and analog gameful approaches.

Ludoliteracy

Ludoliteracy
Author :
Publisher : Lulu.com
Total Pages : 164
Release :
ISBN-10 : 9780557277919
ISBN-13 : 0557277914
Rating : 4/5 (19 Downloads)

Synopsis Ludoliteracy by : José P. Zagal

On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extensive personal experience with videogames. However, games education can be surprisingly complex.

Learning by Playing

Learning by Playing
Author :
Publisher : Oxford University Press, USA
Total Pages : 386
Release :
ISBN-10 : 9780199896646
ISBN-13 : 019989664X
Rating : 4/5 (46 Downloads)

Synopsis Learning by Playing by : Fran Blumberg

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.

Literature, Videogames and Learning

Literature, Videogames and Learning
Author :
Publisher : Routledge
Total Pages : 232
Release :
ISBN-10 : 9781000404067
ISBN-13 : 1000404064
Rating : 4/5 (67 Downloads)

Synopsis Literature, Videogames and Learning by : Andrew Burn

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.

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

The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom
Author :
Publisher : Springer Nature
Total Pages : 339
Release :
ISBN-10 : 9783030633110
ISBN-13 : 303063311X
Rating : 4/5 (10 Downloads)

Synopsis The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom by : Richard Colby

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.

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
Author :
Publisher : Macmillan
Total Pages : 233
Release :
ISBN-10 : 9781466886421
ISBN-13 : 1466886420
Rating : 4/5 (21 Downloads)

Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

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.

Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning
Author :
Publisher : IGI Global
Total Pages : 1971
Release :
ISBN-10 : 9781668437117
ISBN-13 : 1668437112
Rating : 4/5 (17 Downloads)

Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Using Games to Enhance Learning and Teaching

Using Games to Enhance Learning and Teaching
Author :
Publisher : Routledge
Total Pages : 233
Release :
ISBN-10 : 9781136341311
ISBN-13 : 1136341315
Rating : 4/5 (11 Downloads)

Synopsis Using Games to Enhance Learning and Teaching by : Nicola Whitton

Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology. Using Games to Enhance Learning and Teaching offers a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research.

Small Teaching

Small Teaching
Author :
Publisher : John Wiley & Sons
Total Pages : 272
Release :
ISBN-10 : 9781118944493
ISBN-13 : 1118944496
Rating : 4/5 (93 Downloads)

Synopsis Small Teaching by : James M. Lang

Employ cognitive theory in the classroom every day Research into how we learn has opened the door for utilizing cognitive theory to facilitate better student learning. But that's easier said than done. Many books about cognitive theory introduce radical but impractical theories, failing to make the connection to the classroom. In Small Teaching, James Lang presents a strategy for improving student learning with a series of modest but powerful changes that make a big difference—many of which can be put into practice in a single class period. These strategies are designed to bridge the chasm between primary research and the classroom environment in a way that can be implemented by any faculty in any discipline, and even integrated into pre-existing teaching techniques. Learn, for example: How does one become good at retrieving knowledge from memory? How does making predictions now help us learn in the future? How do instructors instill fixed or growth mindsets in their students? Each chapter introduces a basic concept in cognitive theory, explains when and how it should be employed, and provides firm examples of how the intervention has been or could be used in a variety of disciplines. Small teaching techniques include brief classroom or online learning activities, one-time interventions, and small modifications in course design or communication with students.