Studying Gaming Literacies
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Author |
: James Paul Gee |
Publisher |
: Macmillan |
Total Pages |
: 233 |
Release |
: 2014-12-02 |
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.
Author |
: |
Publisher |
: BRILL |
Total Pages |
: 120 |
Release |
: 2020-04-06 |
ISBN-10 |
: 9789004429840 |
ISBN-13 |
: 9004429840 |
Rating |
: 4/5 (40 Downloads) |
Synopsis Studying Gaming Literacies by :
Organized into two sections, Studying Gaming Literacies explores the rich methodological approaches to gaming literacies scholarship as well as the possibilities of engaging in research in both classrooms and informal learning settings.
Author |
: James Paul Gee |
Publisher |
: Peter Lang |
Total Pages |
: 212 |
Release |
: 2007 |
ISBN-10 |
: 0820497037 |
ISBN-13 |
: 9780820497037 |
Rating |
: 4/5 (37 Downloads) |
Synopsis Good Video Games + Good Learning by : James Paul Gee
Textbook
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.
Author |
: Antero Garcia |
Publisher |
: Gaming Ecologies and Pedagogie |
Total Pages |
: 105 |
Release |
: 2020 |
ISBN-10 |
: 9004422307 |
ISBN-13 |
: 9789004422308 |
Rating |
: 4/5 (07 Downloads) |
Synopsis Playing with Teaching by : Antero Garcia
"The possibilities of gaming for transformative and equity-driven instructional teaching practice are more robust than ever before. And yet, support for designing playful learning opportunities are too often not addressed or taught in professional development or teacher education programs. Considering the complex demands in public schools today and the niche pockets of extracurricular engagement in which youth find themselves, Playing with Teaching serves as a hands-on resource for teachers and teacher educators. Particularly focused on how games - both digital and non-digital - can shape unique learning and literacy experiences for young people today, this book's chapters look at numerous examples that educators can bring into their classrooms today. By exploring how teachers can support literacy practices through gaming, this volume provides specific strategies for heightening literacy learning and playful experiences in classrooms. The classroom examples of gameful teaching described in each chapter, not only provide practical examples of games and learning, but offer critical perspectives on why games in literacy classrooms matter today. Through depictions of cutting-edge of powerful and playful pedagogy, this book is not a how-to manual. Rather, Playing with Teaching fills a much-needed space demonstrating how games are applied in classrooms today. It is an invitation to reimagine classrooms as spaces to newly investigate playful approaches to teaching and learning with adolescents. Roll the dice and give playful literacy instruction a try. Contributors are: Jill Bidenwald, Jennifer S. Dail, Elizabeth DeBoeser, Antero Garcia, Kip Glazer, Emily Howell, Lindy L. Johnson, Rachel Kaminski Sanders, Jon Ostenson, Chad Sansing, and Shelbie Witte"--
Author |
: Yasmin B. Kafai |
Publisher |
: MIT Press |
Total Pages |
: 221 |
Release |
: 2024-03-19 |
ISBN-10 |
: 9780262551557 |
ISBN-13 |
: 0262551551 |
Rating |
: 4/5 (57 Downloads) |
Synopsis Connected Gaming by : Yasmin B. Kafai
How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.
Author |
: New London Group |
Publisher |
: |
Total Pages |
: 38 |
Release |
: 1995 |
ISBN-10 |
: 1875940294 |
ISBN-13 |
: 9781875940295 |
Rating |
: 4/5 (94 Downloads) |
Synopsis A Pedagogy of Multiliteracies by : New London Group
Author |
: Catherine Beavis |
Publisher |
: Wakefield Press |
Total Pages |
: 178 |
Release |
: 2012 |
ISBN-10 |
: 9781743051276 |
ISBN-13 |
: 1743051271 |
Rating |
: 4/5 (76 Downloads) |
Synopsis Digital Games by : Catherine Beavis
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational possibilities involved in young people's games. From their creation in the classroom to analysing games and the world of games as text, academics and teachers are now taking seriously the serious play of young people.
Author |
: Lane, Carol-Ann |
Publisher |
: IGI Global |
Total Pages |
: 958 |
Release |
: 2022-01-07 |
ISBN-10 |
: 9781799872733 |
ISBN-13 |
: 1799872734 |
Rating |
: 4/5 (33 Downloads) |
Synopsis Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning by : Lane, Carol-Ann
Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.
Author |
: Hannah R. Gerber |
Publisher |
: Springer |
Total Pages |
: 227 |
Release |
: 2014-09-23 |
ISBN-10 |
: 9789462096684 |
ISBN-13 |
: 9462096686 |
Rating |
: 4/5 (84 Downloads) |
Synopsis Bridging Literacies with Videogames by : Hannah R. Gerber
Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.