Exploring Genre through Gamified Adventures in Elementary Classrooms

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Author :
Publisher : Springer Nature
ISBN 13 : 3031417178
Total Pages : 90 pages
Book Rating : 4.0/5 (314 download)

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Book Synopsis Exploring Genre through Gamified Adventures in Elementary Classrooms by : Jill T. Tussey

Download or read book Exploring Genre through Gamified Adventures in Elementary Classrooms written by Jill T. Tussey and published by Springer Nature. This book was released on 2024-01-01 with total page 90 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides real-world examples of incorporating gamified learning into elementary school classrooms. Scaffolded by relevant research on gamification, literacy, and pedagogy support, this book focuses on how to seamlessly integrate and gamify literacy instruction in a fun, engaging, and unique way. Each chapter is tied to a specific genre, supported by national standards, and represented through developed lesson plans. The gamified activities and tasks provide a framework for meeting standards-based learning objectives. Chapters consist of: · genre specific adventure quests to guide students through lessons; · project-based activities focused on art, listening, speaking, and writing; · anchor texts and text sets centered on the chapter’s theme; · material lists, resource materials, and graphic images to support understanding; · teaching tips and differentiation strategies to support novice and career teachers alike. This book is aimed at preservice teachers, university faculty, practicing teachers, instructional coaches, and administrative instructional leaders.

Disciplinary Literacy and Gamified Learning in Elementary Classrooms

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Author :
Publisher : Springer Nature
ISBN 13 : 303080349X
Total Pages : 187 pages
Book Rating : 4.0/5 (38 download)

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Book Synopsis Disciplinary Literacy and Gamified Learning in Elementary Classrooms by : Leslie Haas

Download or read book Disciplinary Literacy and Gamified Learning in Elementary Classrooms written by Leslie Haas and published by Springer Nature. This book was released on 2022-02-04 with total page 187 pages. Available in PDF, EPUB and Kindle. Book excerpt: This textbook provides real world examples of how disciplinary literacy can incorporate gamified learning opportunities in elementary classrooms (grades K-5 or ages 5-11). It also presents concrete examples of how to seamlessly integrate literacy within other subjects in engaging and unique ways. Furthermore, this text offers practical information related to pedagogy, content, and differentiation for each lesson. Preservice teachers, practicing teachers, instructional coaches, and administrators can benefit from this user-friendly text and its companion digital components, allowing for replication of lessons based on national standards, backed by best-practices, and supported by differentiated pedagogy. This unique volume begins with engineering marvels that span across centuries and locations. The eight chapters focus on the following marvels in chronological order: Great Pyramid of Giza, Stonehenge, Leaning Tower of Pisa, Great Wall of China, Machu Picchu, Panama Canal, Golden Gate Bridge, and International Space Station. By focusing on these specific examples of human ingenuity, opportunities are created to delve into the historical and social aspects of each chapter’s focus. There are also occasions to explore the artistic merit and the art created about and around each focus. Additional teaching opportunities lie in understanding the science, engineering, technology, and math embedded in all featured marvels. Each chapter features an adventure roadmap in the form of a narrative quest set against the chapter’s marvel that guides teachers and student players through embedded activities. Activities are designed for lower elementary school (grades K-2 or ages 5-8) and upper elementary school (grades 3-5 or ages 8-11). Instructional support for both novice and career teachers is provided through differentiation strategies, resource materials, and teaching tips.

Explore Like a Pirate

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Author :
Publisher :
ISBN 13 : 9781946444271
Total Pages : 254 pages
Book Rating : 4.4/5 (442 download)

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Book Synopsis Explore Like a Pirate by : Michael Matera

Download or read book Explore Like a Pirate written by Michael Matera and published by . This book was released on 2015-12-05 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are you ready to transform your classroom into an experiential work that flourishes on collaboration and creativity? Then set sail with classroom game designer and educator Michael Matera as he reveals the possibilities and power of game-based learning. In Explore Like a PIRATE, Matera serves as your experienced guide to help you apply the most motivational techniques of gameplay to your classroom using strategies that work with and enhance (rather than replace) your current curriculum. Part one debunks common myths and fears about gamification and explains why and how game-based learning effectively engages students in any subject or grade level. Part two focuses on how you can empower students to take control of their learning. You'll also learn all about the different kinds of players in your classroom - and how to inspire them to set and achieve big goals. Part three is an all-in-one treasure chest, tool box, and field guide. Packed with ideas and examples that can be applied or adapted to any classroom - from badges and points, to mini-games and yearlong adventures - this is a resource you'll return to again and again.

Research Anthology on Developments in Gamification and Game-Based Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1668437112
Total Pages : 1971 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources

Download or read book Research Anthology on Developments in Gamification and Game-Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Handbook of Research on Pedagogical Models for Next-Generation Teaching and Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1522538747
Total Pages : 454 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Handbook of Research on Pedagogical Models for Next-Generation Teaching and Learning by : Keengwe, Jared

Download or read book Handbook of Research on Pedagogical Models for Next-Generation Teaching and Learning written by Keengwe, Jared and published by IGI Global. This book was released on 2017-10-31 with total page 454 pages. Available in PDF, EPUB and Kindle. Book excerpt: Every generation of students comes to the classroom with different needs than that of their predecessors. Implementing new methods and styles of teaching to meet these diverse needs will provide students with the best chance of success in their educational careers. The Handbook of Research on Pedagogical Models for Next-Generation Teaching and Learning is a critical scholarly source that examines the most effective and efficient techniques for implementing new educational strategies in a classroom setting. Featuring pertinent topics including mixed reality simulations, interactive lectures, reflexive teaching models, and project-based learning, this is an ideal publication for educators, academicians, students, and researchers that are interested in discovering more about the recent advances in educational fields.

Design in the Era of Industry 4.0, Volume 3

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Author :
Publisher : Springer Nature
ISBN 13 : 9819904285
Total Pages : 1194 pages
Book Rating : 4.8/5 (199 download)

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Book Synopsis Design in the Era of Industry 4.0, Volume 3 by : Amaresh Chakrabarti

Download or read book Design in the Era of Industry 4.0, Volume 3 written by Amaresh Chakrabarti and published by Springer Nature. This book was released on 2023-07-24 with total page 1194 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book showcases cutting-edge research papers from the 9th International Conference on Research into Design (ICoRD 2023) – the largest in India in this area – written by eminent researchers from across the world on design processes, technologies, methods and tools, and their impact on innovation, for supporting design for a connected world. The theme of ICoRD’23 has been ‘Design in the Era of Industry 4.0’. Industry 4.0 signifies the fourth industrial revolution. The first industrial revolution was driven by the introduction of mechanical power such as steam and water engines to replace human and animal labour. The second industrial revolution involved introduction of electrical power and organised labour. The third industrial revolution was powered by introduction of industrial automation. The fourth industrial revolution involves introduction of a combination of technologies to enable connected intelligence and industrial autonomy. The introduction of Industry 4.0 dramatically changes the landscape of innovation, and the way design, the engine of innovation, is carried out. The theme of ICoRD’23 - ‘Design in the Era of Industry 4.0’ –explores how Industry 4.0 concepts and technologies influence the way design is conducted, and how methods, tools, and approaches for supporting design can take advantage of this transformational change that is sweeping across the world. The book is of interest to researchers, professionals, and entrepreneurs working in the areas on industrial design, manufacturing, consumer goods, and industrial management who are interested in the new and emerging methods and tools for design of new products, systems, and services.

Poverty Impacts on Literacy Education

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Author :
Publisher : IGI Global
ISBN 13 : 1799887324
Total Pages : 325 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Poverty Impacts on Literacy Education by : Tussey, Jill

Download or read book Poverty Impacts on Literacy Education written by Tussey, Jill and published by IGI Global. This book was released on 2021-09-24 with total page 325 pages. Available in PDF, EPUB and Kindle. Book excerpt: Income disparity for students in both K-12 and higher education settings has become increasingly apparent since the onset of the COVID-19 pandemic. In the wake of these changes, impoverished students face a variety of challenges both internal and external. Educators must deepen their awareness of the obstacles students face beyond the classroom to support learning. Traditional literacy education must evolve to become culturally, linguistically, and socially relevant to bridge the gap between poverty and academic literacy opportunities. Poverty Impacts on Literacy Education develops a conceptual framework and pedagogical support for literacy education practices related to students in poverty. The research provides protocols supporting student success through explored connections between income disparity and literacy instruction. Covering topics such as food insecurity, integrated instruction, and the poverty narrative, this is an essential resource for administration in both K-12 and higher education settings, professors and teachers in literacy, curriculum directors, researchers, instructional facilitators, pre-service teachers, school counselors, teacher preparation programs, and students.

Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions

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Author :
Publisher : Springer
ISBN 13 : 3319979345
Total Pages : 207 pages
Book Rating : 4.3/5 (199 download)

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Book Synopsis Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions by : Alexandra I. Cristea

Download or read book Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions written by Alexandra I. Cristea and published by Springer. This book was released on 2018-08-03 with total page 207 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed proceedings of the Researcher Links Workshop: Higher Education for All, held in Maceió, Brazil, in March 2017. The 12 full papers presented were carefully reviewed and selected from 31 submissions. The papers deal with a large spectrum of topics, including higher education, technology-enhanced solutions, user modelling, user grouping, gamification, educational games, MOOCs, e-learning, open educational resources, collaborative learning, student modelling, serious games, language analysis.

Connecting Disciplinary Literacy and Digital Storytelling in K-12 Education

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Author :
Publisher : IGI Global
ISBN 13 : 1799857719
Total Pages : 378 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Connecting Disciplinary Literacy and Digital Storytelling in K-12 Education by : Haas, Leslie

Download or read book Connecting Disciplinary Literacy and Digital Storytelling in K-12 Education written by Haas, Leslie and published by IGI Global. This book was released on 2021-01-15 with total page 378 pages. Available in PDF, EPUB and Kindle. Book excerpt: The idea of storytelling goes beyond the borders of language, culture, or traditional education, and has historically been a tie that bonds families, communities, and nations. Digital storytelling offers opportunities for authentic academic and non-academic literacy learning across a multitude of genres. It is easily accessible to most members of society and has the potential to transform the boundaries of traditional education. As concepts around traditional literacy education evolve and become more culturally and linguistically relevant and responsive, the connections between digital storytelling and disciplinary literacy warrant considered exploration. Connecting Disciplinary Literacy and Digital Storytelling in K-12 Education develops a conceptual framework around pedagogical connections to digital storytelling within K-12 disciplinary literacy practices. This essential reference book supports student success through the integration of digital storytelling across content areas and grade levels. Covering topics that include immersive storytelling, multiliteracies, social justice, and pedagogical storytelling, it is intended for stakeholders interested in innovative K-12 disciplinary literacy skill development, research, and practices including but not limited to curriculum directors, education faculty, educational researchers, instructional facilitators, literacy professionals, teachers, pre-service teachers, professional development coordinators, teacher preparation programs, and students.

Handbook of Research on Equity in Computer Science in P-16 Education

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Author :
Publisher : IGI Global
ISBN 13 : 1799847403
Total Pages : 354 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Equity in Computer Science in P-16 Education by : Keengwe, Jared

Download or read book Handbook of Research on Equity in Computer Science in P-16 Education written by Keengwe, Jared and published by IGI Global. This book was released on 2020-11-13 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: The growing trend for high-quality computer science in school curricula has drawn recent attention in classrooms. With an increasingly information-based and global society, computer science education coupled with computational thinking has become an integral part of an experience for all students, given that these foundational concepts and skills intersect cross-disciplinarily with a set of mental competencies that are relevant in their daily lives and work. While many agree that these concepts should be taught in schools, there are systematic inequities that exist to prevent students from accessing related computer science skills. The Handbook of Research on Equity in Computer Science in P-16 Education is a comprehensive reference book that highlights relevant issues, perspectives, and challenges in P-16 environments that relate to the inequities that students face in accessing computer science or computational thinking and examines methods for challenging these inequities in hopes of allowing all students equal opportunities for learning these skills. Additionally, it explores the challenges and policies that are created to limit access and thus reinforce systems of power and privilege. The chapters highlight issues, perspectives, and challenges faced in P-16 environments that include gender and racial imbalances, population of growing computer science teachers who are predominantly white and male, teacher preparation or lack of faculty expertise, professional development programs, and more. It is intended for teacher educators, K-12 teachers, high school counselors, college faculty in the computer science department, school administrators, curriculum and instructional designers, directors of teaching and learning centers, policymakers, researchers, and students.

Handbook of Research on Integrating Digital Technology With Literacy Pedagogies

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Author :
Publisher : IGI Global
ISBN 13 : 1799802477
Total Pages : 636 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Integrating Digital Technology With Literacy Pedagogies by : Sullivan, Pamela M.

Download or read book Handbook of Research on Integrating Digital Technology With Literacy Pedagogies written by Sullivan, Pamela M. and published by IGI Global. This book was released on 2019-11-22 with total page 636 pages. Available in PDF, EPUB and Kindle. Book excerpt: The allure and marketplace power of digital technologies continues to hold sway over the field of education with billions spent annually on technology in the United States alone. Literacy instruction at all levels is influenced by these evolving and ever-changing tools. While this opens the door to innovations in literacy curricula, it also adds a pedagogical responsibility to operate within a well-developed conceptual framework to ensure instruction is complemented or augmented by technology and does not become secondary to it. The Handbook of Research on Integrating Digital Technology With Literacy Pedagogies is a comprehensive research publication that considers the integration of digital technologies in all levels of literacy instruction and prepares the reader for inevitable technological advancements and changes. Covering a wide range of topics such as augmented reality, literacy, and online games, this book is essential for educators, administrators, IT specialists, curriculum developers, instructional designers, teaching professionals, academicians, researchers, education stakeholders, and students.

Research Anthology on Fandoms, Online Social Communities, and Pop Culture

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Author :
Publisher : IGI Global
ISBN 13 : 1668445166
Total Pages : 444 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Research Anthology on Fandoms, Online Social Communities, and Pop Culture by : Management Association, Information Resources

Download or read book Research Anthology on Fandoms, Online Social Communities, and Pop Culture written by Management Association, Information Resources and published by IGI Global. This book was released on 2022-01-28 with total page 444 pages. Available in PDF, EPUB and Kindle. Book excerpt: The internet has grown to become one of the largest communication hubs in history. With its ability to share content and create community bonds, it has seen many fandoms and online social communities develop within the past decades. While there are some detriments to these communities, there are also many benefits and potential uses for the betterment of society. The Research Anthology on Fandoms, Online Social Communities, and Pop Culture explores the ways in which the internet has presented itself as a platform for communities to gather. This essential reference source discusses the engagement of these communities, social media use, and the uses of these communities for education. Covering topics such as digital communities, transmedia language learning, and digital humanities, this book is a vital tool for educators of K-12 and higher education, digital folklorists, sociologists, communications researchers, online administrators, community leaders, and academicians.

Research Anthology on Game Design, Development, Usage, and Social Impact

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Author :
Publisher : IGI Global
ISBN 13 : 1668475901
Total Pages : 2034 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Research Anthology on Game Design, Development, Usage, and Social Impact by : Management Association, Information Resources

Download or read book Research Anthology on Game Design, Development, Usage, and Social Impact written by Management Association, Information Resources and published by IGI Global. This book was released on 2022-10-07 with total page 2034 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.

Serious Games and Edutainment Applications

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Author :
Publisher : Springer
ISBN 13 : 3319516450
Total Pages : 702 pages
Book Rating : 4.3/5 (195 download)

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Book Synopsis Serious Games and Edutainment Applications by : Minhua Ma

Download or read book Serious Games and Edutainment Applications written by Minhua Ma and published by Springer. This book was released on 2017-03-03 with total page 702 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

ECGBL2015-9th European Conference on Games Based Learning

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Author :
Publisher : Academic Conferences and publishing limited
ISBN 13 : 1910810584
Total Pages : 826 pages
Book Rating : 4.9/5 (18 download)

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Book Synopsis ECGBL2015-9th European Conference on Games Based Learning by : Robin Munkvold and Line Kolås

Download or read book ECGBL2015-9th European Conference on Games Based Learning written by Robin Munkvold and Line Kolås and published by Academic Conferences and publishing limited. This book was released on 2015-09-18 with total page 826 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Potterversity

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Author :
Publisher : McFarland
ISBN 13 : 1476690537
Total Pages : 285 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis Potterversity by : Kathryn N. McDaniel

Download or read book Potterversity written by Kathryn N. McDaniel and published by McFarland. This book was released on 2023-11-17 with total page 285 pages. Available in PDF, EPUB and Kindle. Book excerpt: Potterversity: Essays Exploring the World of Harry Potter presents a written companion to the popular, "Hermione-Approved" MuggleNet podcast by the same name. Selected from the top Potter Studies scholars in the field, the diverse authors in the volume provide a range of interpretations of wizarding world stories. Essays include analysis of genre conventions, literary and religious symbolism, the role of games in the series, pedagogical approaches, and politically challenging issues like U.S. race relations, colonialism, and gender and sexuality--including direct attention to J.K. Rowling's controversial statements about trans people. Grouped into the sections "Occult Knowledge," "Ancient Magic," "A Question of Character," "Self and Other," "Playing Potter," and "Teaching, the Hogwarts Way," partnered essays precede transcripts of podcast conversations, led by the hosts of Potterversity. The book's essays and conversations aim to engage not only the mind but the spirit as well--the emotional, personal, and moral responses the Potterverse has evoked in so many people around the world. Fundamentally, this book demonstrates that the characters, stories, and situations of the magical realm promote thinking that helps us navigate our more mundane but no less dangerous world. Perhaps even more importantly, they help us to recognize the magic amid our everyday Muggle realities.

Games

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Author :
Publisher : Oxford University Press, USA
ISBN 13 : 0190052082
Total Pages : 253 pages
Book Rating : 4.1/5 (9 download)

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Book Synopsis Games by : C. Thi Nguyen

Download or read book Games written by C. Thi Nguyen and published by Oxford University Press, USA. This book was released on 2020 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Games are a unique art form. The game designer doesn't just create a world; they create who you will be in that world. They tell you what abilities to use and what goals to take on. In other words, they specify a form of agency. Games work in the medium of agency. And to play them, we take on alternate agencies and submerge ourselves in them. What can we learn about our own rationality and agency, from thinking about games? We learn that we have a considerable degree of fluidity with our agency. First, we have the capacity for a peculiar sort of motivational inversion. For some of us, winning is not the point. We take on an interest in winning temporarily, so that we can play the game. Thus, we are capable of taking on temporary and disposable ends. We can submerge ourselves in alternate agencies, letting them dominate our consciousness, and then dropping them the moment the game is over. Games are, then, a way of recording forms of agency, of encoding them in artifacts. Our games are a library of agencies. And exploring that library can help us develop our own agency and autonomy. But this technology can also be used for art. Games can sculpt our practical activity, for the sake of the beauty of our own actions. Games are part of a crucial, but overlooked category of art - the process arts. These are the arts which evoke an activity, and then ask you to appreciate your own activity. And games are a special place where we can foster beautiful experiences of our own activity. Because our struggles, in games, can be designed to fit our capacities. Games can present a harmonious world, where our abilities fit the task, and where we pursue obvious goals and act under clear values. Games are a kind of existential balm against the difficult and exhausting value clarity of the world. But this presents a special danger. Games can be a fantasy of value clarity. And when that fantasy leaks out into the world, we can be tempted to oversimplify our enduring values. Then, the pleasures of games can seduce us away from our autonomy, and reduce our agency."--