Edu Gamers


Edu Gamers
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Edu Gamers


Edu Gamers
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Author : VV.AA
language : es
Publisher: Héroes de Papel
Release Date : 2022-05-11

Edu Gamers written by VV.AA and has been published by Héroes de Papel this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-05-11 with Computers categories.


Edu-gamers: Recursos videolúdicos para una sociedad educadora centra su mirada en el videojuego como recurso de aprendizaje en el marco de una sociedad que recoge los valores culturales del juego y la transformación digital, y crece pareja a un cambio social imparable. En primer lugar plantea un acercamiento teórico social a los videojuegos dentro del entorno familiar como punto de partida de la sociedad educadora. La mirada se amplía para observar el videojuego desde su cara más contributiva dentro de la comunidad ciudadana, como un aliado potente para educar, transformar y cuidar el mundo. A su vez, el libro analiza experiencias teórico-prácticas donde los videojuegos juegan diferentes papeles en el aula, generando motivación y nuevas formas de aprender: Minecraft y el aprendizaje colaborativo, inclusivo y competencial; entornos competitivos, donde el aula se traslada al mundo real con un fin transformador; experiencias de uso del videojuego que ponen al alumnado en el rol de diseñadores... El presente texto constituye un gran mapa final pero abierto, que permite visualizar los cauces donde el videojuego tiene vocación de servicio a la educación.



Playing To Learn


Playing To Learn
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Author : David Hutchison
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2007-05-30

Playing To Learn written by David Hutchison and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-05-30 with Language Arts & Disciplines categories.


Playing to Learn: Video Games in the Classroom is one of first practical resources that helps teachers integrate the study of video games into the classroom. The book is comprised of over 100 video game related activity ideas appropriate for Grades 4 to 12. Virtually every subject area is addressed. The book is augmented with several discussion articles contributed by scholars, journalists, and bloggers who routinely write about video games. In addition, the book includes dozens of activity modification and extension ideas, Web links, data tables, and photos.



Gamers And Streamers


Gamers And Streamers
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Author : Jonathan Bard
language : en
Publisher: Gareth Stevens Publishing LLLP
Release Date : 2019-12-15

Gamers And Streamers written by Jonathan Bard and has been published by Gareth Stevens Publishing LLLP this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-12-15 with Juvenile Nonfiction categories.


No longer are sports played only on a field or in an arena. Professional gaming leagues are gaining worldwide recognition for their exciting competitions and star players, most of whom rose to fame through online streaming. From the first video game tournament held in 1972 to today, gaming has come a long way. Major sports organizations, like the NBA and MLS, are sponsoring their own eSports leagues. This attention-grabbing volume dives into the rise of online games, the gamers who play them, and how gamers make a living as full-time streamers. Also discussed are online privacy best practices.



Gaming At The Edge


Gaming At The Edge
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Author : Adrienne Shaw
language : en
Publisher: U of Minnesota Press
Release Date : 2015-01-01

Gaming At The Edge written by Adrienne Shaw and has been published by U of Minnesota Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-01-01 with Social Science categories.


Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.



High Score The Players And People Behind The Games


High Score The Players And People Behind The Games
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Author : Kaitlyn Duling
language : en
Publisher: Carson-Dellosa Publishing
Release Date : 2021-08-11

High Score The Players And People Behind The Games written by Kaitlyn Duling and has been published by Carson-Dellosa Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-08-11 with Juvenile Nonfiction categories.


Book Features: • Ages 8-14, Grades 3-8 • 32 pages, 7 inches x 9 inches • Simple, easy-to-read pages with full-color pictures • Includes pre- and post-reading activities • Reading/teaching tips and glossary included Gaming and eSports: In High Score: The Players and People Behind the Games, 3rd—8th graders enter an exciting world with the most famous gamers, eSports celebrities, and well-known video game designers! Paving The Way: Young readers learn about top record-holders, highest earners, and other video game “greats” from across the country. Your child will discover interesting facts about their favorite gamers, eSport celebrities, designers, and more! Build Reading Skills: This engaging 32-page children’s book will help your child improve comprehension and build confidence with guided pre- and post-reading questions and fun activities. Leveled Books: Part of the Gaming and Esports series, the lower reading level text and full-color pictures make this children’s book an engaging read with fun and interesting facts about your child’s favorite gamers. Why Rourke Educational Media: Since 1980, Rourke Publishing Company has specialized in publishing engaging and diverse non-fiction and fiction books for children in a wide range of subjects that support reading success on a level that has no limits.



E Sports Game Design


E Sports Game Design
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Author : Cecilia Pinto McCarthy
language : en
Publisher: Norwood House Press
Release Date : 2017-07

E Sports Game Design written by Cecilia Pinto McCarthy and has been published by Norwood House Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-07 with Juvenile Nonfiction categories.


Any flashy product can catch somebody’s attention. But it takes a great game design to keep gamers interested. Read E-Sports Game Design and learn about the technology used and the importance of developing a good story, characters, graphics, and sound. The best games rise to the top of the E-Sports pyramid, and the legends remain there forever.



Serious Games And Edutainment Applications


Serious Games And Edutainment Applications
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Author : Minhua Ma
language : en
Publisher: Springer Science & Business Media
Release Date : 2011-12-09

Serious Games And Edutainment Applications written by Minhua Ma 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 2011-12-09 with Computers categories.


The recent re-emergence of serious games as a branch of video games and as a promising frontier of education has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, to name just a few. If utilised alongside, or combined with conventional training and educational approaches, serious games could provide a more powerful means of knowledge transfer in almost every application domain. Serious Games and Edutainment Applications offers an insightful introduction to the development and applications of games technologies in educational settings. It includes cutting-edge academic research and industry updates that will inform readers of current and future advances in the area. The book is suitable for both researchers and educators who are interested in using games for educational purposes, as well as game professionals requiring a thorough understanding of issues involved in the application of video games technology into educational settings. It is also applicable to programmers, game artists, and management contemplating or involved in the development of serious games for educational or training purposes.



Understanding Video Games


Understanding Video Games
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Author : Simon Egenfeldt-Nielsen
language : en
Publisher: Routledge
Release Date : 2015-12-07

Understanding Video Games written by Simon Egenfeldt-Nielsen and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-12-07 with Games & Activities categories.


Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming; Explore the aesthetics of game design, including rules, graphics, audio, and time; Analyze the narrative strategies and genre approaches used in video games; Consider the debate surrounding the effects of violent video games and the impact of "serious games." Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.



Video Games And Esports


Video Games And Esports
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Author : Michael Maley
language : en
Publisher: Greenhaven Publishing LLC
Release Date : 2019-12-15

Video Games And Esports written by Michael Maley and has been published by Greenhaven Publishing LLC this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-12-15 with Young Adult Nonfiction categories.


Just as athletes from the NFL and NBA have gained fame and fortune, professional gamers who compete in esports are attracting loyal fans. Esports encompass any competitive, organized gaming endeavor. This competitive activity is becoming a billion-dollar industry. However, some people still argue that playing video games has many negative effects. The ever-evolving world of video games is explained through engaging text that delves into the details so readers gain a full understanding. Full-color photographs, annotated quotes, sidebars, and informative charts highlight the many debates surrounding the popularity of video games.



Computer Games For Learning


Computer Games For Learning
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Author : Richard E. Mayer
language : en
Publisher: MIT Press
Release Date : 2014-07-11

Computer Games For Learning written by Richard E. Mayer and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-07-11 with Education categories.


A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.