Studying Gaming Literacies


Studying Gaming Literacies
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Studying Gaming Literacies


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.


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.



Ludoliteracy


Ludoliteracy
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Author : José P. Zagal
language : en
Publisher: Lulu.com
Release Date : 2010

Ludoliteracy written by José P. Zagal and has been published by Lulu.com this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010 with Education categories.


On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extensive personal experience with videogames. However, games education can be surprisingly complex.



Good Video Games Good Learning


Good Video Games Good Learning
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Author : James Paul Gee
language : en
Publisher: Peter Lang
Release Date : 2007

Good Video Games Good Learning written by James Paul Gee and has been published by Peter Lang this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with Education categories.


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Playing With Teaching


Playing With Teaching
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Author : Antero Garcia
language : en
Publisher: Gaming Ecologies and Pedagogie
Release Date : 2020

Playing With Teaching written by Antero Garcia and has been published by Gaming Ecologies and Pedagogie this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020 with Education categories.


"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"--



Digital Games


Digital Games
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Author : Catherine Beavis
language : en
Publisher: Wakefield Press
Release Date : 2012

Digital Games written by Catherine Beavis and has been published by Wakefield Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012 with Education categories.


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.



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 : 2014-12-02

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 2014-12-02 with Education 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.



Serious Play


Serious Play
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Author : Catherine Beavis
language : en
Publisher: Routledge
Release Date : 2017-05-08

Serious Play written by Catherine Beavis and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-05-08 with Education categories.


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.



Bridging Literacies With Videogames


Bridging Literacies With Videogames
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Author : Hannah R. Gerber
language : en
Publisher: Springer
Release Date : 2014-09-23

Bridging Literacies With Videogames written by Hannah R. Gerber and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-09-23 with Education categories.


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.



Computer Games And New Media Cultures


Computer Games And New Media Cultures
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Author : Johannes Fromme
language : en
Publisher: Springer Science & Business Media
Release Date : 2012-06-14

Computer Games And New Media Cultures written by Johannes Fromme 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 2012-06-14 with Education categories.


Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.



Handbook Of Research On Acquiring 21st Century Literacy Skills Through Game Based Learning


Handbook Of Research On Acquiring 21st Century Literacy Skills Through Game Based Learning
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Author : Lane, Carol-Ann
language : en
Publisher: IGI Global
Release Date : 2022-01-07

Handbook Of Research On Acquiring 21st Century Literacy Skills Through Game Based Learning written by Lane, Carol-Ann and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-01-07 with Language Arts & Disciplines categories.


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.