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 |
: 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 |
: Michael Dezuanni |
Publisher |
: MIT Press |
Total Pages |
: 219 |
Release |
: 2020-09-22 |
ISBN-10 |
: 9780262539722 |
ISBN-13 |
: 0262539721 |
Rating |
: 4/5 (22 Downloads) |
Synopsis Peer Pedagogies on Digital Platforms by : Michael Dezuanni
How a popular entertainment genre on YouTube—Let's Play videos created by Minecraft players—offers opportunities for children to learn from their peers. Every day millions of children around the world watch video gameplay on YouTube in the form of a popular entertainment genre known as Let's Play videos. These videos, which present a player's gameplay and commentary, offer children opportunities for interaction and learning not available in traditional television viewing or solo video gameplay. In this book, Michael Dezuanni examines why Let's Play videos are so appealing to children, looking in particular at videos of Minecraft gameplay. He finds that a significant aspect of the popularity of these videos is the opportunity for knowledge and skill exchange. Focusing on Let's Play practices, the videos themselves, and fans' responses, Dezuanni argues that learning takes place through what he terms peer pedagogy—a type of nonhierarchical learning that is grounded in the personal relationships fans and players feel toward one another. Moreover, the Let's Play platform is part of a larger digital ecosystem that enables children to learn from one another in unique ways. Dezuanni explores how Let's Players enable learning opportunities, examining digital literacies, the Let's Play genre, and peer pedagogies. He then presents case studies of three successful family-friendly Let's Players of Minecraft: Stampylonghead, StacyPlays, and KarinaOMG, microcelebrities in a microindustry. Dezuanni analyzes the specific practices and characteristics of these players, paying particular attention to how they create opportunities for peer pedagogies to emerge.
Author |
: Sinem Siyahhan |
Publisher |
: MIT Press |
Total Pages |
: 213 |
Release |
: 2024-07-02 |
ISBN-10 |
: 9780262552639 |
ISBN-13 |
: 0262552639 |
Rating |
: 4/5 (39 Downloads) |
Synopsis Families at Play by : Sinem Siyahhan
How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Educators and game designers should take note.