[PDF] Games As Transformative Experiences For Critical Thinking Cultural Awareness And Deep Learning - eBooks Review

Games As Transformative Experiences For Critical Thinking Cultural Awareness And Deep Learning


Games As Transformative Experiences For Critical Thinking Cultural Awareness And Deep Learning
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Games As Transformative Experiences For Critical Thinking Cultural Awareness And Deep Learning


Games As Transformative Experiences For Critical Thinking Cultural Awareness And Deep Learning
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Author : David Seelow
language : en
Publisher: CRC Press
Release Date : 2022-12-21

Games As Transformative Experiences For Critical Thinking Cultural Awareness And Deep Learning 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 2022-12-21 with Computers categories.


All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.



Transdisciplinary Learning Experience Design


Transdisciplinary Learning Experience Design
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Author : Matthew Schmidt
language : en
Publisher: Springer Nature
Release Date : 2024-11-22

Transdisciplinary Learning Experience Design written by Matthew Schmidt and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-11-22 with Education categories.


This book is explores the evolving field of Learning Experience Design (LXD). It provides a multifaceted view of LXD, incorporating perspectives from instructional design, educational technology, and beyond, reflecting the transdisciplinary nature of this design approach. This edited volume responds to the growing recognition of LXD as a distinct area of study and practice within instructional design, especially in the context of rapid technological advancements and changing educational landscapes. The subject of this work is Learning Experience Design, a field integrating multidisciplinary knowledge and techniques to create effective, enjoyable, and meaningful learning experiences. The book delves into participatory and co-design, innovative LXD methods, learning-focused usability research, and theoretical and conceptual advancements in LXD. It features design cases that provide real-world insights and applications, making the content rich and relatable for researchers and practitioners alike. Readers will find the sections on participatory design, innovative methodologies, and the transdisciplinary synergies of particular interest. These areas represent areas of LXD that are in need of further investigation, so as to better illuminate how learning experiences can be conceptualized, implemented, and evaluated. The edited volume’s inclusion of learning-focused usability research offers readers further insights into how learners interact with designed learning experiences, highlighting how insights from such studies can lead to ongoing improvements and foster considerations for future designs. The main benefit readers will derive from this work is a deep, nuanced understanding of current and emerging trends in LXD. Practitioners will gain a wealth of practical strategies and insights to apply in their own work; scholars and students will discover a rich source of theoretical and empirical knowledge to advance both research and practice. The book serves as a catalyst for innovation and cross-disciplinary collaboration, inspiring readers to explore new territories in the learning experience design. This book offers a comprehensive, insightful, and forward-looking exploration of the field. It will complement the growing corpus of LXD literature, providing both breadth and depth on this dynamic and influential approach to learning design.



Transformative Learning Through Play


Transformative Learning Through Play
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Author : Sara Rye
language : en
Publisher: Springer Nature
Release Date : 2025-01-31

Transformative Learning Through Play written by Sara Rye and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-01-31 with Education categories.


This book explores analogue game-based learning in the context of the Anthropocene, addressing an urgent need for educational approaches beyond traditional scholastic boundaries. In the context of a complex world, the book emphasises the inadequacies of current educational methods and the potential of game-based learning to foster collective problem-solving skills. It then traces the historical roots of analogue and tangible games, highlighting their potential and challenges in alignment with several learning theories. The authors explore the psychology of analogue game-based learning, exploring its impact on cognition, motivation and, potentially, skill transfer to real life situations. They focus strongly on designing effective learning games, emphasising principles of game design, the TEGA initiative and common pitfalls to avoid. Ultimately, the book emphasises the importance of inclusivity in game-based learning, addressing barriers, intersectionality, and accessible design features both for commercial and educational games, and highlighting the ethical and pedagogical significance of fostering diverse and inclusive learning environments. The book will be of interest to researchers and students of education-related topics, particularly instructional design, pedagogical, and psychology, as well as enthusiasts from game studies and related practitioners.



Changing Landscape Of Education


Changing Landscape Of Education
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Author : T. Premalatha
language : en
Publisher: Shanlax Publications
Release Date :

Changing Landscape Of Education written by T. Premalatha and has been published by Shanlax Publications this book supported file pdf, txt, epub, kindle and other format this book has been release on with Education categories.


The book "Changing Landscape of Education" is a comprehensive collection of current research and perspectives on the significant impact of artificial intelligence, digital literacy, and creative teaching methods on education. The book consists of 42 chapters written by renowned professors, scholars and educators. These chapters cover a broad range of subjects, including the incorporation of artificial intelligence in educational settings, the development of digital literacy, and the obstacles and advantages of inclusive education in the digital era. This book explores the complex aspects of contemporary teaching approaches, the significant impact of MOOCs, and the crucial role of open educational materials. It includes contributions that examine topics such as the future of academic leadership, the use of gamification in assessment, and the crucial role of social-emotional learning. This book is an indispensable resource for educators, policymakers, and researchers who are working to understand and influence the future of education in the 21st century.



Gaming And Geography


Gaming And Geography
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Author : Michael Morawski
language : en
Publisher: Springer Nature
Release Date : 2024-09-25

Gaming And Geography written by Michael Morawski and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-09-25 with Science categories.


This book explores the uncharted territory where gaming and geography intersect in "Gaming and Geography (Education)." This book bridges the gap between video games and geography, delving into the constructivist creative processes of game development, gameplay, and critical reflections on video games' role in geographical discourses. Through a multi-perspective lens, the book examines how video games can facilitate the exploration of geographic questions and act as catalysts for critical discourses. Scholars shed light on the geographies presented in video games, including their representations, spatial images, and policies. By viewing video games as cultural and critical geography practices, the authors enrich the political, socio-cultural, and critical geographies associated with this medium. A key argument of the book is that video games can foster systemic competence and networked thinking, particularly in addressing complex socio-ecological challenges like climate change and migration. In contrast to traditional geography classes, digital games provide valuable simulations of complex systems, enhancing students' understanding and skills. The book also explores other possibilities such as digital field trips and language support to enhance the educational experience. "Gaming and Geography (Education)" offers a compelling narrative that highlights the diverse roles video games can play in geographic education. By exploring the intersection of gaming and geography, this book deepens our understanding of this dynamic relationship and its impact on critical geographies within the realm of video games.



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
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Author : James Paul Gee
language : en
Publisher: Macmillan
Release Date : 2007-12-26

What Video Games Have To Teach Us About Learning And Literacy Second Edition written by James Paul Gee and has been published by Macmillan this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-12-26 with Computers categories.


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. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.



Video Games And Learning


Video Games And Learning
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Author : Kurt Squire
language : en
Publisher: Teachers College Press
Release Date : 2011-07-09

Video Games And Learning written by Kurt Squire and has been published by Teachers College Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-07-09 with Education categories.


Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.



Programming And Planning In Early Childhood Settings


Programming And Planning In Early Childhood Settings
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Author : Leonie Arthur
language : en
Publisher: Cengage AU
Release Date : 2017-08-07

Programming And Planning In Early Childhood Settings written by Leonie Arthur and has been published by Cengage AU this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-08-07 with Early childhood education categories.


Programming & Planning in Early Childhood Settings explores a range of approaches to curriculum and to documenting children's learning in early childhood settings. This valuable resource for early childhood education students and practitioners provides a broad view of the concepts and issues in early childhood curriculum. Chapters reflect ongoing discussions about what is meant by the terms 'planning' and 'programming' in the context of early childhood, what is authentic curriculum for young children, and effective teaching strategies to extend young children's learning. The strong focus on sociocultural theories of learning promotes awareness of children's diverse experiences, competencies and learning styles, and helps readers recognise the need for collaborative partnerships between educators, children and families in order to develop appropriate programs. Thoroughly revised and updated, this new edition shows how chapters of the text are relevant to the Australian Professional Standards for teachers, and highlights connections to the school-based context. Numerous real-life examples, reflections, articles and case studies assist students to understand a variety of educational theories, philosophies and frameworks. Throughout the book there is a focus on the processes of reflection, evaluation and ongoing improvement.



Empowering Transformation Through Steam Equity Justice And Community Innovation


Empowering Transformation Through Steam Equity Justice And Community Innovation
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Author : Sunzuma G.
language : en
Publisher: Deep Science Publishing
Release Date : 2025-05-21

Empowering Transformation Through Steam Equity Justice And Community Innovation written by Sunzuma G. and has been published by Deep Science Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-05-21 with Education categories.


The development of STEAM education through Science, Technology Engineering, Arts, and Mathematics must move beyond traditional learning to embrace social inclusion and empowerment. This is a challenging task for society due to technological, environmental and technological challenges. The book, entitled Empowering Change Through STEAM: Equity, Justice, and Community Innovation, builds upon the principles of participatory and culturally based education, in which students can use transformative learning practices to break down systemic inequalities and create opportunities for action. STEAM education should not be solely informative, as per the principles of this book. Educators must possess the ability to question, co-create, and lead meaningful change within their own communities, in addition to skills. Each chapter contains an essential component to this evolving perspective, integrating theory, practice, and lived experiences from the margins to the mainstream. Chapter 1: Technology and Digital Literacy In this chapter, we explore how technology can serve as an effective balance when used with intention and equity. Digital literacy is a protected right that includes programs that empower underprivileged groups with tools, training and platforms to access economic opportunities as well as civic engagement and creative expression. By examining case studies, it showcases how communities are reclaiming digital spaces to construct their own futures. In STEAM: Teaching for Liberation, Chapter 2 explores Critical Pedagogy. The chapter explores the fundamental role of critical pedagogy in STEAM education. By drawing on Paulo Freire and other scholars in recent years, this chapter outlines how educators can prioritize dialogue, cultural relevance, and critical thinking to counter oppressive systems. It explores a structure of free education, where students are partners in producing knowledge and actively participate in shaping their world./ The third chapter discusses the challenges of STEAM participation and addressing systemic inequalities. Many still struggle to access STEAM education due to economic hardship, racial discrimination, gender bias, and geographic isolation. This chapter addresses the structural factors that contribute to inequality in STEAM pathways and highlights these systemic barriers. Additionally, it demonstrates measures and policy adjustments designed to enhance access and representation. In Chapter 4, STEM Education and Environmental Justice is the main topic of discussion. The chapter focuses on the integration of science and environmental justice in STEAM education. The research investigates how climate change, pollution, and resource extraction disproportionately impact underprivileged groups and how education can empower these communities to advocate for sustainable development. Additionally, Youth-led projects and place-based learning that link ecological awareness with activism and innovation are highlighted through real-life examples. Chapter 5 highlights the role of STEAM in community-driven initiatives, highlighting how participants can make significant contributions. In the last chapter, the book focuses on examples of education created by communities rather than for individuals. Through the application of participatory action research and co-design principles, this chapter presents case studies in which communities are instrumental in developing STEAM programs using Indigenous knowledge, local needs, and cultural resilience. The significance of shared ownership and iterative learning lies in the enhancement of collective agency and long-term capacity.



Making Thinking Visible


Making Thinking Visible
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Author : Ron Ritchhart
language : en
Publisher: John Wiley & Sons
Release Date : 2011-03-25

Making Thinking Visible written by Ron Ritchhart and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-03-25 with Education categories.


A proven program for enhancing students' thinking and comprehension abilities Visible Thinking is a research-based approach to teaching thinking, begun at Harvard's Project Zero, that develops students' thinking dispositions, while at the same time deepening their understanding of the topics they study. Rather than a set of fixed lessons, Visible Thinking is a varied collection of practices, including thinking routines?small sets of questions or a short sequence of steps?as well as the documentation of student thinking. Using this process thinking becomes visible as the students' different viewpoints are expressed, documented, discussed and reflected upon. Helps direct student thinking and structure classroom discussion Can be applied with students at all grade levels and in all content areas Includes easy-to-implement classroom strategies The book also comes with a DVD of video clips featuring Visible Thinking in practice in different classrooms.