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Games For Change
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Download or read book Games for Change written by Tim Dodds and published by Wood 'N' Barnes Publishing. This book was released on 2004 with total page 156 pages. Available in PDF, EPUB and Kindle. Book excerpt: A collection of games and activities that generate discussion and impart skills and values, regardless of whether the facilitator includes the optional spiritual concepts. Each activity contains the necessary components to appropriately facilitate it, including objectives, needs, procedures, and processing questions.
Book Synopsis Doing Things with Games by : Lindsay D. Grace
Download or read book Doing Things with Games written by Lindsay D. Grace and published by CRC Press. This book was released on 2019-07-01 with total page 183 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book provides a contemporary foundation in designing social impact games. It is structured in 3 parts: understanding, application, and implementation. The book serves as a guide to designing social impact games, particularly focused on the needs of, media professionals, indie game designers and college students. It serves as a guide for people looking to create social impact play, informed by heuristics in game design. Key Features Provides contemporary guide on the use of games to create social impact for beginner to intermediate practitioners o Provides design and implementation strategies for social impact games Provides wide ranging case studies in social impact games Provides professional advice from multiple social impact industry practitioners via sidebar interviews, quotes, and postmortems Provides a quick start guide on creating a variety of social impact engagements across a wide variety of subjects and aims
Download or read book Power Play written by Asi Burak and published by Macmillan + ORM. This book was released on 2017-01-31 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: “An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.
Book Synopsis Making Games for Impact by : Kurt Squire
Download or read book Making Games for Impact written by Kurt Squire and published by MIT Press. This book was released on 2021-10-26 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game. Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints. These cases, drawn from the Games + Learning + Society Center at the University of Wisconsin–Madison, show designers tackling such key issues as choosing platforms, using data analytics to guide development, and designing for new markets. Although not a how-to guide, the book offers developers, researchers, and students real-world lessons in greenlighting a project, scaling up design teams, game-based assessment, and more. The final chapter examines the commercial development of an impact game in detail, describing the creation of an astronomy game, At Play in the Cosmos, that ships with an introductory college textbook.
Book Synopsis Reality Is Broken by : Jane McGonigal
Download or read book Reality Is Broken written by Jane McGonigal and published by Penguin. This book was released on 2011-01-20 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: “McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
Book Synopsis Changing the Game by : John O'Sullivan
Download or read book Changing the Game written by John O'Sullivan and published by Morgan James Publishing. This book was released on 2013-12-01 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: The modern day youth sports environment has taken the enjoyment out of athletics for our children. Currently, 70% of kids drop out of organized sports by the age of 13, which has given rise to a generation of overweight, unhealthy young adults. There is a solution. John O’Sullivan shares the secrets of the coaches and parents who have not only raised elite athletes, but have done so by creating an environment that promotes positive core values and teaches life lessons instead of focusing on wins and losses, scholarships, and professional aspirations. Changing the Game gives adults a new paradigm and a game plan for raising happy, high performing children, and provides a national call to action to return youth sports to our kids.
Book Synopsis Learning Personalized by : Allison Zmuda
Download or read book Learning Personalized written by Allison Zmuda and published by John Wiley & Sons. This book was released on 2015-02-10 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: A real-world action plan for educators to create personalized learning experiences Learning Personalized: The Evolution of the Contemporary Classroom provides teachers, administrators, and educational leaders with a clear and practical guide to personalized learning. Written by respected teachers and leading educational consultants Allison Zmuda, Greg Curtis, and Diane Ullman, this comprehensive resource explores what personalized learning looks like, how it changes the roles and responsibilities of every stakeholder, and why it inspires innovation. The authors explain that, in order to create highly effective personalized learning experiences, a new instructional design is required that is based loosely on the traditional model of apprenticeship: learning by doing. Learning Personalized challenges educators to rethink the fundamental principles of schooling that honors students' natural willingness to play, problem solve, fail, re-imagine, and share. This groundbreaking resource: Explores the elements of personalized learning and offers a framework to achieve it Provides a roadmap for enrolling relevant stakeholders to create a personalized learning vision and reimagine new roles and responsibilities Addresses needs and provides guidance specific to the job descriptions of various types of educators, administrators, and other staff This invaluable educational resource explores a simple framework for personalized learning: co-creation, feedback, sharing, and learning that is as powerful for a teacher to re-examine classroom practice as it is for a curriculum director to reexamine the structure of courses.
Book Synopsis Games for triggering collective change in natural resource management: A conceptual framework and insights from four cases from India by : Falk, Thomas
Download or read book Games for triggering collective change in natural resource management: A conceptual framework and insights from four cases from India written by Falk, Thomas and published by Intl Food Policy Res Inst. This book was released on 2021-01-20 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: As resource users interact and impose externalities onto each other, institutions are needed to coordinate resource use, create trust, and provide incentives for sustainable management. Coordinated collective action can play a key role in enabling communities to manage natural resources more sustainably. But when such collective action is not present, what can be done to foster it? There is growing awareness that the governance of natural resources has to be adapted to the specific context. Interventions are often implemented at small scale, and the potential to scale up facilitation intensive approaches is limited. Moreover, sustainable resource management frequently fails to emerge or breaks down after the project ends. To date, researchers have typically used behavioral games to study cooperation patterns of communities. Recently, games have been adapted as learning and stakeholder engagement tools to improve management of the commons, strengthen self-regulation of resource use, and enhance constructive interactions among resource users. Combining games with other interventions and tools and facilitated discussions has been proposed as a promising approach to improve collective action institutions through experiential learning — a classic approach in education. This paper reviews existing literature and synthesizes lessons learned from a series of studies testing the use of behavioral games for institutional capacity development in India. We conclude that, while games alone will not be the solution to all natural resource management challenges games can provide a structured and therefore replicable approach for influencing behavior. They can also improve system understanding, raise awareness, influence norms, facilitate dialogue, train for crisis response, and increase legitimacy of decisions.
Download or read book Knowledge Games written by Karen Schrier and published by JHU Press. This book was released on 2016-06-15 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are games the knowledge-producers of the future? Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games—such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data—are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.
Download or read book Locally Played written by Benjamin Stokes and published by MIT Press. This book was released on 2020-04-07 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pokémon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the “buy local” economy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games “fit” to the local community—not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money, where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here, where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pokémon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.
Download or read book Enterprise Games written by Michael Hugos and published by "O'Reilly Media, Inc.". This book was released on 2012-09-17 with total page 215 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games are playing a crucial role in many successful businesses—not just in PR and marketing, but as a model for designing business systems and workflows. In this book, Michael Hugos provides compelling case studies that demonstrate how game mechanics enable companies to respond quickly to challenges in today’s real-time economy. It’s not about giving workers a smiley face for producing more widgets. You’ll discover how game mechanics—particularly popular multiplayer video games—provide field-tested best practices for engaging workers in creative and complex activities. With games, your company can shift from an outmoded top-down hierarchy to an agile network structure that promotes coordination over control. Discover why industrial age business structures from the 20th century no longer work Design real-time business collaboration systems, using massively multiplayer online game concepts Make your in-house systems more agile with technologies such as social media, mobile devices, and cloud computing Understand game dynamics: goals, rules, real-time feedback, and voluntary participation Apply virtual worlds and 3-D animation to business intelligence and data analytics applications
Download or read book The Gamer's Brain written by Celia Hodent and published by CRC Press. This book was released on 2017-08-10 with total page 383 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
Book Synopsis Games for Change Asia-Pacific Journal by : Viktor Arity
Download or read book Games for Change Asia-Pacific Journal written by Viktor Arity and published by . This book was released on 2021-10-27 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: For this first issue of the Games for Change Asia-Pacific journal, the editorial board has identified a collection of ten thought-provoking papers that showcase a diverse range of game types, subject areas and frameworks. Some report on custom-designed games (or plans for them) and the theoretical, clinical or personal approaches that have informed their development. Others describe how existing commercial games are being used in ways that positively impact people's mental or physical health. One describes the therapeutic use of the game creation process itself. A number focus on mental health and wellbeing, others on education and clinical practice. All, however, are valuable and revealing, and enrich our understanding of the ways in which games can make a contribution to our lives
Book Synopsis Games for Training, Education, Health and Sports by : Stefan Göbel
Download or read book Games for Training, Education, Health and Sports written by Stefan Göbel and published by Springer. This book was released on 2014-03-27 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 4th International Conference on Serious Games for Training, Education, Health and Sports, Game Days 2014, held in Darmstadt, Germany, in April 2014. The 13 full papers presented together with 3 short papers, 2 keynotes, and 3 workshop papers were carefully reviewed and selected for inclusion in this book. The topics of the papers are settled in the fields of (game-based) training, teaching and learning, authoring tools, mobile gaming, health and rehabilitation, and citizen science. The papers address a broad scope of issues, including mechanisms and effects of (Serious) Games, adaptation and personalisation, local, mobile, and internet learning and education applications, game, reuse and evaluation, game settings, types of learners, problem solving etc.
Book Synopsis The Gamification of Digital Journalism by : David O. Dowling
Download or read book The Gamification of Digital Journalism written by David O. Dowling and published by Routledge. This book was released on 2020-11-23 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the brief yet accelerated evolution of newsgames, a genre that has emerged from puzzles, quizzes, and interactives augmenting digital journalism into full-fledged immersive video games from open-world designs to virtual reality experiences. Critics have raised questions about the credibility and ethics of transforming serious news stories of political consequence into entertainment media, and the risks of trivializing grave and catastrophic events into mere games. Dowling explores both the negatives of newsgames, and how the use of entertainment media forms and their narrative methods mainly associated with fiction can add new and potentially more powerful meaning to news than traditional formats allow. The book also explores how industrial and cultural shifts in the digital publishing industry have enabled newsgames to evolve in a manner that strengthens certain core principles of journalism, particularly advocacy on behalf of marginalized and oppressed groups. Cutting-edge and thoughtful, The Gamification of Digital Journalism is a must-read for scholars, researchers, and practitioners interested in multimedia journalism and immersive storytelling.
Book Synopsis Teaching for the Future Effective Classroom Practices To Transform Education by : OECD
Download or read book Teaching for the Future Effective Classroom Practices To Transform Education written by OECD and published by OECD Publishing. This book was released on 2018-03-20 with total page 116 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teachers are the most important school-related factor influencing student learning. Teachers can help level the playing field and provide opportunities for success to all their students. They can inspire students to innovate; to think and reflect and to work in collaboration with others.
Book Synopsis Games and Learning Alliance by : Alessandro De Gloria
Download or read book Games and Learning Alliance written by Alessandro De Gloria and published by Springer. This book was released on 2015-09-02 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Third International Conference on Games and Learning Alliance, GALA 2014, held in Bucharest, Romania, in July 2014. The 15 revised papers presented were carefully reviewed and selected from 26 submissions. The papers presented cover a variety of aspects and knowledge fields. They are grouped into four sessions: pedagogy, technology, design, and applications.