Assassin S Creed In The Classroom

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Assassin S Creed In The Classroom
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Author : Erik Champion
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2023-12-18
Assassin S Creed In The Classroom written by Erik Champion and has been published by Walter de Gruyter GmbH & Co KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-12-18 with Games & Activities categories.
The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.
Assassin S Creed In The Classroom
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Author : Erik Champion
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2023-12-18
Assassin S Creed In The Classroom written by Erik Champion and has been published by Walter de Gruyter GmbH & Co KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-12-18 with Games & Activities categories.
The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.
Assassin S Creed In The Classroom
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Author : Erik Champion
language : en
Publisher: De Gruyter Oldenbourg
Release Date : 2025-06-30
Assassin S Creed In The Classroom written by Erik Champion and has been published by De Gruyter Oldenbourg this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-06-30 with Games & Activities categories.
The open world role-playing Assassin's Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin's Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.
Studying Gaming Literacies
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Author :
language : en
Publisher: BRILL
Release Date : 2020-04-06
Studying Gaming Literacies written by and has been published by BRILL this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-04-06 with Education categories.
Recognizing the vast numbers of old and young people alike that interact, socialize, and learn through gameplay, this book explores research approaches to games, their literacies, and the pedagogical possibilities of play. Consequentially, this volume is rooted in the idea that powerful forms of learning, communication, and multimodal production occur through and because of gaming. These profound literacy practices can mirror traditional literacies but the educational field’s approach to engaging in a pedagogy of playful literacies has been largely scattershot. By bringing together diverse voices, contexts, and research designs, the chapters in this volume present a snapshot of 21st century literacy practices at work and at play. Organized into two parts, 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. With a robust set of context-specific approaches, this book acts less as a how-to manual for equity-driven scholarship than as a companion to support and undergird other research and pedagogical approaches to play and gaming in literacy-rich learning environments. Focused on presenting scholarly approaches to gaming research, this volume, too, presents pedagogical takeaways for educators, for students, and for game designers and curators. Across the seven case studies presented in this volume, we call for intentional playful practices in educational research. The literacies of play are myriad and complex and – particularly in the name of educational equity – they demand to be studied, uplifted, and leveraged for academic achievement. Contributors are: Jolynn Asato, Ali Carr-Chellman, Sebastián Castaño, Laura D’Aveta, Jennifer S. Dail, Jason Engerman, James Paul Gee, Robert Hein, Michael Hernandez, Ellen Middaugh, Raúl Alberto Mora , Shannon Mortimore-Smith, Tyrone Steven Orrego, Daniel Ramírez, Nate Turcotte, Shelbie Witte, and Jennifer Wyld.
Reimagining Boredom In Classrooms Through Digital Game Spaces
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Author : Noreen Dunnett
language : en
Publisher: Taylor & Francis
Release Date : 2024-03-05
Reimagining Boredom In Classrooms Through Digital Game Spaces written by Noreen Dunnett and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-03-05 with Education categories.
This book challenges common understandings of boredom and disengagement in classrooms, taking a relational approach to boredom which looks beyond the usual distinctions between in-school and out-of-school practices. The book explores how a sociomaterial perspective can provide an alternative analysis of boredom as performative, and as a phenomenon assembled in space and time rather than as a psychological attribute of the individual student. This perspective explores the affective experience of learning and how it is created in the classroom through assemblages of people, technology, objects and environment and the differing relations within them. Drawing on empirical data from a case study which compares formal learning and digital gaming practices in a group of secondary schools in England, the book suggests that by altering the affordances and constraints available in learning situations, we can prevent boredom and disengagement emerging in the classroom. This innovative book proposes that the mobility and dynamism of game spaces offer us new ways to re-imagine engagement in learning and will be of relevance to scholars, researchers and postgraduate students in the fields of teaching and learning, digital gaming, educational philosophy and educational technology.
Teachercraft How Teachers Learn To Use Minecraft In Their Classrooms
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Author : Seann Dikkers
language : en
Publisher: Lulu.com
Release Date : 2015
Teachercraft How Teachers Learn To Use Minecraft In Their Classrooms written by Seann Dikkers and has been published by Lulu.com this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015 with Education categories.
Teacher Craft is about how teachers learn to use new digital media. Teacher learning is central to reform and change across subject areas and age levels, but how much do we really know about how teachers learn to try new lessons in classrooms? Minecraft is currently the game of choice for millions of youth and also for these seventeen teachers who claim it has transformed their classrooms. Its rapid adoption also provides a unique window of opportunity to look inside the recent memory of innovative teachers and unpack how they learned. Why did they pick Minecraft? More importantly, how did they pick Minecraft? Where did they hear about it? Who do they trust for ideas? How do they test new ideas? Can we begin to identify the trajectories of truly innovative teachers? It turns out, we can - and it may not be what you'd expect. "
Playful Teaching Learning Games New Tool For Digital Classrooms
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Author : Myint Swe Khine
language : en
Publisher: Springer Science & Business Media
Release Date : 2011-11-13
Playful Teaching Learning Games New Tool For Digital Classrooms written by Myint Swe Khine and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-11-13 with Education categories.
Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.
Teaching The Middle Ages Through Modern Games
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Author : Robert Houghton
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2022-10-24
Teaching The Middle Ages Through Modern Games written by Robert Houghton and has been published by Walter de Gruyter GmbH & Co KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-10-24 with History categories.
Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.
Researching The Archaeological Past Through Imagined Narratives
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Author : Daniël van Helden
language : en
Publisher: Routledge
Release Date : 2019-11-26
Researching The Archaeological Past Through Imagined Narratives written by Daniël van Helden and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-11-26 with Social Science categories.
Archaeological interpretation is an imaginative act. Stratigraphy and artefacts do not tell us what the past was like; that is the task of the archaeologist. The diverse group of contributors to this volume address the relationship between archaeology and imagination through the medium of historical fiction and fictive techniques, both as consumers and as producers. The fictionalisation of archaeological research is often used to disseminate the results of scholarly or commercial archaeology projects for wider public outreach. Here, instead, the authors focus on the question of what benefits fiction and fictive techniques, as inspiration and method, can bring to the practice of archaeology itself. The contributors, a mix of archaeologists, novelists and other artists, advance a variety of theoretical arguments and examples to advance the case for the value of a reflexive engagement between archaeology and fiction. Themes include the similarities and differences in the motives and methods of archaeologists and novelists, translation, empathy, and the need to humanise the past and diversify archaeological narratives. The authors are sensitive to the epistemological and ethical issues surrounding the influence of fiction on researchers and the incorporation of fictive techniques in their work. Sometimes dismissed as distracting just-so stories, or even as dangerously relativistic narratives, the use of fictive techniques has a long history in archaeological research and examples from the scholarly literature on many varied periods and regions are considered. The volume sets out to bring together examples of these disparate applications and to focus attention on the need for explicit recognition of the problems and possibilities of such approaches, and on the value of further research about them.
Teaching In The Game Based Classroom
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Author : David Seelow
language : en
Publisher: CRC Press
Release Date : 2021-07-12
Teaching In The Game Based Classroom written by David Seelow and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-07-12 with Education categories.
Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches. Middle and high school educators will find engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more.