Computer Games in the EFL Classroom

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Publisher : Anchor Academic Publishing (aap_verlag)
ISBN 13 : 3954890682
Total Pages : 125 pages
Book Rating : 4.9/5 (548 download)

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Book Synopsis Computer Games in the EFL Classroom by : Marie Schneider

Download or read book Computer Games in the EFL Classroom written by Marie Schneider and published by Anchor Academic Publishing (aap_verlag). This book was released on 2013-05-23 with total page 125 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.

DIGAREC Lectures 2008/09

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Publisher : Universitätsverlag Potsdam
ISBN 13 : 3869560045
Total Pages : 260 pages
Book Rating : 4.8/5 (695 download)

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Book Synopsis DIGAREC Lectures 2008/09 by : Stephan Günzel

Download or read book DIGAREC Lectures 2008/09 written by Stephan Günzel and published by Universitätsverlag Potsdam. This book was released on 2009 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt: Der zweite Band der DIGAREC Series beinhaltet Beiträge der DIGAREC Lectures 2008/09 sowie des Wissenschaftsforums der Deutschen Gamestage 2008 und 2009. Mit Beiträgen von Oliver Castendyk (Erich Pommer Institut), Stephan Günzel mit Michael Liebe und Dieter Mersch (Universität Potsdam), Andreas Lange (Computerspielemuseum Berlin), Ingrid Möller mit Barbara Krahé (Universität Potsdam), Klaus Spieler (Institut für digitale interaktive Kultur Berlin), James Tobias (University of California, Riverside), Stefan Böhme (HBK Braunschweig), Robert Glashüttner (Wien), Sven Jöckel (Universität Erfurt) mit Leyla Dogruel (FU Berlin), Michael Mosel (Universität Marburg), Sebastian Quack (HTW Berlin), Leif Rumbke (Hamburg) und Steffen P. Walz (ETH Zürich).

Paratextualizing Games

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Publisher : transcript Verlag
ISBN 13 : 3732854213
Total Pages : 364 pages
Book Rating : 4.7/5 (328 download)

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Book Synopsis Paratextualizing Games by : Benjamin Beil

Download or read book Paratextualizing Games written by Benjamin Beil and published by transcript Verlag. This book was released on 2021-11-30 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?

Guidelines for Game-based Learning

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Publisher : Pabst Science Publishers
ISBN 13 : 1593260725
Total Pages : 118 pages
Book Rating : 4.5/5 (932 download)

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Book Synopsis Guidelines for Game-based Learning by : Maja Pivec

Download or read book Guidelines for Game-based Learning written by Maja Pivec and published by Pabst Science Publishers. This book was released on 2004 with total page 118 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. How to design effective learning opportunities? Why is learning by experience often more efficient than learning by studying? How to provide the learning experiences needed to respond to current challenges? Using computer games and games in general for learning purposes offers a variety of knowledge presentations and creates opportunities to apply the knowledge within a virtual world, thus supporting and facilitating the learning process.

Games and Ethics

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Publisher : Springer Nature
ISBN 13 : 3658281758
Total Pages : 256 pages
Book Rating : 4.6/5 (582 download)

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Book Synopsis Games and Ethics by : Maike Groen

Download or read book Games and Ethics written by Maike Groen and published by Springer Nature. This book was released on 2020-11-29 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: The number of digital gamers is increasing worldwide, but public debates about digital games commonly focus on questionable game content or problematic gaming behavior. This book offers a broader ethical perspective on digital game cultures, presenting theoretical and empirical work on the ethical dimensions of the development, production and distribution of digital games, as well as issues relating to responsible gaming and the pedagogical use of digital games. Questions of the communicative-cultural change in game cultures are linked with questions of media education and media ethics. With such a comprehensive approach, the volume promotes ethical discourse on digital game cultures.

Counting on Computers

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Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3111448908
Total Pages : 339 pages
Book Rating : 4.1/5 (114 download)

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Book Synopsis Counting on Computers by : Carmen Flury

Download or read book Counting on Computers written by Carmen Flury and published by Walter de Gruyter GmbH & Co KG. This book was released on 2024-12-02 with total page 339 pages. Available in PDF, EPUB and Kindle. Book excerpt: Counting on Computers: New Information Technologies and Curricular Change in East Germany, 1960s to 1990 is a compelling exploration of socialist ambitions for a computerised future and how computer technology was imagined to reshape education and socialist society in the German Democratic Republic (GDR). It delves into the positive visions of a computerised future embraced by the country's one-party leadership, and examines how these visions influenced educational policy and curricula as computers were introduced into workplaces and schools. The book provides readers with a comprehensive perspective on the historical development of computer education in the GDR, highlighting the crucial links between the integration of computers in different sectors of the educational system, as well as in society and the socialist economy at large. By uncovering this lesser-known aspect of East German history, the book sheds light on the intricate and multifaceted relationship between technology, ideology, and education.

Digarec Keynote-Lectures 2009/10

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Publisher : Universitätsverlag Potsdam
ISBN 13 : 3869561157
Total Pages : 164 pages
Book Rating : 4.8/5 (695 download)

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Book Synopsis Digarec Keynote-Lectures 2009/10 by : Stephan Günzel

Download or read book Digarec Keynote-Lectures 2009/10 written by Stephan Günzel and published by Universitätsverlag Potsdam. This book was released on 2011 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: The sixth volume of the DIGAREC Series holds the contributions to the DIGAREC Keynote-Lectures given at the University of Potsdam in the winter semester 2009/10. With contributions by Mark J.P. Wolf (Concordia University Wisconsin), Espen Aarseth (Center for Computer Games Research, IT University of Copenhagen), Katie Salen (Parsons New School of Design, New York), Laura Ermi and Frans Mäyrä (University of Tampere), and Lev Manovich (University of Southern California, San Diego).

Computer Games and New Media Cultures

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Publisher : Springer Science & Business Media
ISBN 13 : 9400727771
Total Pages : 694 pages
Book Rating : 4.4/5 (7 download)

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Book Synopsis Computer Games and New Media Cultures by : Johannes Fromme

Download or read book Computer Games and New Media Cultures written by Johannes Fromme and published by Springer Science & Business Media. This book was released on 2012-06-14 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Superhero Synergies

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Publisher : Rowman & Littlefield
ISBN 13 : 1442232129
Total Pages : 266 pages
Book Rating : 4.4/5 (422 download)

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Book Synopsis Superhero Synergies by : James N. Gilmore

Download or read book Superhero Synergies written by James N. Gilmore and published by Rowman & Littlefield. This book was released on 2014-03-06 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the age of digital media, superheroes are no longer confined to comic books and graphic novels. Their stories are now featured in films, video games, digital comics, television programs, and more. In a single year alone, films featuring Batman, Spider-Man, and the Avengers have appeared on the big screen. Popular media no longer exists in isolation, but converges into complex multidimensional entities. As a result, traditional ideas about the relationship between varying media have come under striking revision. Although this convergence is apparent in many genres, perhaps nowhere is it more persistent, more creative, or more varied than in the superhero genre. Superhero Synergies: Comic Book Characters Go Digital explores this developing relationship between superheroes and various forms of media, examining how the superhero genre, which was once limited primarily to a single medium, has been developed into so many more. Essays in this volume engage with several of the most iconic heroes—including Batman, Hulk, and Iron Man—through a variety of academic disciplines such as industry studies, gender studies, and aesthetic analysis to develop an expansive view of the genre’s potency. The contributors to this volume engage cinema, comics, video games, and even live stage shows to instill readers with new ways of looking at, thinking about, and experiencing some of contemporary media’s most popular texts. This unique approach to the examination of digital media and superhero studies provides new and valuable readings of well-known texts and practices. Intended for both academics and fans of the superhero genre, this anthology introduces the innovative and growing synergy between traditional comic books and digital media.

Games | Game Design | Game Studies

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Publisher : Fuego
ISBN 13 : 3862871770
Total Pages : 233 pages
Book Rating : 4.8/5 (628 download)

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Book Synopsis Games | Game Design | Game Studies by : Gundolf S. Freyermuth

Download or read book Games | Game Design | Game Studies written by Gundolf S. Freyermuth and published by Fuego. This book was released on 2016-03-18 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies.

Thought Experiments 18

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Author :
Publisher : Denk-Verlag.com English
ISBN 13 :
Total Pages : 475 pages
Book Rating : 4./5 ( download)

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Book Synopsis Thought Experiments 18 by : Leonard Lowe

Download or read book Thought Experiments 18 written by Leonard Lowe and published by Denk-Verlag.com English. This book was released on 2024-12-03 with total page 475 pages. Available in PDF, EPUB and Kindle. Book excerpt: End Times. New Beginnings. We take a glimpse into the future... not that we actually could. But we will try. Where are the developments that give us hope... that counteract the dystopia that disguises itself in the guise of Corona? Therefore, this time we will get significantly more technical. But that doesn’t matter, because the author is not only a philosopher (properly trained, mind you), but also an engineer... (equally trained, with a degree and all that jazz)... The future will be technical... but to help humanity and secure its freedom. There will be no regression to agriculture and caves, to campfires and stone axes. And therefore, we will also be focusing more on technical aspects this time... which developments may have brought us to this point and which can lead us to a better future from here... and of course: which ones won’t! Technology will even provide the way out of the current crisis... technology has first accelerated... provoked the crisis because the old world—marked by war, lies, and exploitation—is coming to an end... but the new world will not be as the liars and exploiters imagine it... it will be \textit{free}... above all, free from the liars and exploiters.

Wahrheitsmaschinen

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Publisher : V&R unipress GmbH
ISBN 13 : 389971590X
Total Pages : 330 pages
Book Rating : 4.8/5 (997 download)

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Book Synopsis Wahrheitsmaschinen by : Claudia Glunz

Download or read book Wahrheitsmaschinen written by Claudia Glunz and published by V&R unipress GmbH. This book was released on 2010 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: English summary: Since antiquity, technical innovations have had a direct influence on the portrayal of war in the media and the arts. But has the actual structure and substance of war reporting changed in the course of technological progress from antiquity to the present day? Have pamphlets, war paintings, photography, radio reports and radio plays, newsreels, war films, tv news coverage or internet videos yielded more information content? Have they been able to make the incomprehensible reality of the horrors of war more comprehensible, or have means of manipulation and discourse through war images remained the same? Are the media truth machines in both senses? These are the central questions discussed in this anthology. German text. German description: Technische Innovationen haben zweifellos seit der Antike unmittelbaren Einfluss auf die Darstellung des Krieges in den Medien und Kunsten ausgeubt. Doch haben sich tatsachlich die Strukturen und Inhalte der Kriegsberichterstattung in den Produkten verandert, die mit diesen Innovationen erstellt wurden? Haben von der Antike bis zur Gegenwart des 21. Jahrhunderts Flugschriften, Schlachtengemalde, Fotografien, Radioberichte und Horspiele, Wochenschauen und Kriegsfilme, Fernsehnachrichten oder Internetvideos zu einem Mehr an Informationsgehalt gefuhrt? Haben sie die unfassbare Realitat des Grauens der Schlachten nachvollziehbar gestaltet, oder sind die Manipulationswege und die den Bildern eingeschriebenen Diskurse unverandert geblieben? Sind die Medien Wahrheitsmaschinen im doppelten Sinne? Dies waren die zentralen Fragestellungen der Tagung Wahrheitsmaschinen. Der Einfluss technischer Innovationen auf die Darstellung und das Bild des Krieges in den Medien und Kunsten, die vom 3. bis 6. September 2009 an der Universitat Osnabruck stattfand und deren Beitrage im vorliegenden Band versammelt sind.

Early Modernity and Video Games

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Publisher : Cambridge Scholars Publishing
ISBN 13 : 1443862347
Total Pages : 265 pages
Book Rating : 4.4/5 (438 download)

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Book Synopsis Early Modernity and Video Games by : Florian Kerschbaumer

Download or read book Early Modernity and Video Games written by Florian Kerschbaumer and published by Cambridge Scholars Publishing. This book was released on 2014-06-26 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: We cannot think of modern society without also thinking of video games. And we cannot think of video games without thinking of history either. Games that deal with history are sold in ever-increasing numbers, striving to create increasingly lively images of things past. For the science of history, this means that the presentation of historical content in such games has to be questioned, as well as the conceptions of history they embody. How do games create the feeling that they portray a past acceptable to their players? Do these popular representations of history intersect with academic narratives, or not? While a considerable body of work on similar questions already exists, both for medieval history as well as for those games dealing with the 20th century, early modernity has not yet been treated in this context. As many games draw their imagery – perhaps their success, too? – from the years between 1450 and 1815, it is to their understanding that this volume is dedicated. The contributions encompass a wide range of subjects and games, from Age of Empires to Assassin’s Creed, from Critical Discourse Analysis to Ludology. One aim unites them, namely an understanding of what happens when video games encounter early modernity.

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

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Author :
Publisher : IGI Global
ISBN 13 : 1609601963
Total Pages : 2164 pages
Book Rating : 4.6/5 (96 download)

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Book Synopsis Gaming and Simulations: Concepts, Methodologies, Tools and Applications by : Management Association, Information Resources

Download or read book Gaming and Simulations: Concepts, Methodologies, Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2010-11-30 with total page 2164 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.

Classical Antiquity in Video Games

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Publisher : Bloomsbury Publishing
ISBN 13 : 1350066648
Total Pages : 312 pages
Book Rating : 4.3/5 (5 download)

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Book Synopsis Classical Antiquity in Video Games by : Christian Rollinger

Download or read book Classical Antiquity in Video Games written by Christian Rollinger and published by Bloomsbury Publishing. This book was released on 2020-01-09 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as “Assassin's Creed” or "Civilization” selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences' perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of 'ancient' video games, as well as the challenges and rewards of this new and exciting field.

Na Klar! 1 - Student's Book

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Author :
Publisher : Nelson Thornes
ISBN 13 : 9780748778386
Total Pages : 164 pages
Book Rating : 4.7/5 (783 download)

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Book Synopsis Na Klar! 1 - Student's Book by : Michael Spencer

Download or read book Na Klar! 1 - Student's Book written by Michael Spencer and published by Nelson Thornes. This book was released on 2004 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: Don't let them drop German! A major growing concern in schools is the decline in the number of language students and the impact this could have on your department. Which is why we've developed Na klar! - the only course to captivate all your students and help keep German alive in your school!

Multiplayer

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Author :
Publisher : Routledge
ISBN 13 : 1134092261
Total Pages : 298 pages
Book Rating : 4.1/5 (34 download)

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Book Synopsis Multiplayer by : Thorsten Quandt

Download or read book Multiplayer written by Thorsten Quandt and published by Routledge. This book was released on 2013-10-30 with total page 298 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.