Games, Learning, and Society

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Publisher : Cambridge University Press
ISBN 13 : 052119623X
Total Pages : 489 pages
Book Rating : 4.5/5 (211 download)

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Book Synopsis Games, Learning, and Society by : Constance Steinkuehler

Download or read book Games, Learning, and Society written by Constance Steinkuehler and published by Cambridge University Press. This book was released on 2012-06-11 with total page 489 pages. Available in PDF, EPUB and Kindle. Book excerpt: Leaders in the field provide an introduction to video games and learning, including essays on game design and game culture.

Making Games for Impact

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Publisher : MIT Press
ISBN 13 : 026236249X
Total Pages : 253 pages
Book Rating : 4.2/5 (623 download)

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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.

How Video Games Impact Players

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Publisher : Lexington Books
ISBN 13 : 1498513085
Total Pages : 173 pages
Book Rating : 4.4/5 (985 download)

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Book Synopsis How Video Games Impact Players by : Ryan Rogers

Download or read book How Video Games Impact Players written by Ryan Rogers and published by Lexington Books. This book was released on 2016-05-17 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an analysis of the positive and negative effects of game rules, feedback, and self-presentation. Rogers examines the positive aspects of video games like their use in education, encouragement of prosocial behaviors, and enablement of mood management, as well as the negative aspects like their association with violence and diversity issues, promotion of substance use behaviors, and their role as an outlet for harassment behaviors.

Simulation and Gaming in the Network Society

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Publisher : Springer
ISBN 13 : 9811005753
Total Pages : 466 pages
Book Rating : 4.8/5 (11 download)

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Book Synopsis Simulation and Gaming in the Network Society by : Toshiyuki Kaneda

Download or read book Simulation and Gaming in the Network Society written by Toshiyuki Kaneda and published by Springer. This book was released on 2016-08-02 with total page 466 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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Publisher : Macmillan
ISBN 13 : 1466886420
Total Pages : 233 pages
Book Rating : 4.4/5 (668 download)

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Book Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age 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. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Games, Learning and Society (GLS) Conference Special Issue

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Publisher :
ISBN 13 :
Total Pages : pages
Book Rating : 4.:/5 (5 download)

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Book Synopsis Games, Learning and Society (GLS) Conference Special Issue by : Constance Steinkuehler

Download or read book Games, Learning and Society (GLS) Conference Special Issue written by Constance Steinkuehler and published by . This book was released on 2008 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Games-To-Teach or Games-To-Learn

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Publisher : Springer
ISBN 13 : 9812875182
Total Pages : 199 pages
Book Rating : 4.8/5 (128 download)

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Book Synopsis Games-To-Teach or Games-To-Learn by : Yam San Chee

Download or read book Games-To-Teach or Games-To-Learn written by Yam San Chee and published by Springer. This book was released on 2015-08-18 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.

Games+learning+society Conference Proceedings

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Publisher :
ISBN 13 :
Total Pages : pages
Book Rating : 4.:/5 (785 download)

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Book Synopsis Games+learning+society Conference Proceedings by :

Download or read book Games+learning+society Conference Proceedings written by and published by . This book was released on 2011 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Gaming the Past

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Publisher : Routledge
ISBN 13 : 1136832092
Total Pages : 198 pages
Book Rating : 4.1/5 (368 download)

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Book Synopsis Gaming the Past by : Jeremiah McCall

Download or read book Gaming the Past written by Jeremiah McCall and published by Routledge. This book was released on 2013-06-17 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.

Win-Win Games for All Ages

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Publisher : New Society Publishers
ISBN 13 : 086571441X
Total Pages : 146 pages
Book Rating : 4.8/5 (657 download)

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Book Synopsis Win-Win Games for All Ages by : Sambhava Luvmour

Download or read book Win-Win Games for All Ages written by Sambhava Luvmour and published by New Society Publishers. This book was released on 2002-02-01 with total page 146 pages. Available in PDF, EPUB and Kindle. Book excerpt: Lege og aktiviteter beregnet på at udvikle deltagernes sociale færdigheder.

Paradox of the Learning Game

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Publisher : Design Meets Mind, LLC
ISBN 13 : 9780998557007
Total Pages : 102 pages
Book Rating : 4.5/5 (57 download)

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Book Synopsis Paradox of the Learning Game by : Marcus T. Wright

Download or read book Paradox of the Learning Game written by Marcus T. Wright and published by Design Meets Mind, LLC. This book was released on 2017-02-07 with total page 102 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Paradox of the Learning Game: The Promise and Plight of Video Games and Learning, higher education professional Marcus T. Wright provides an insightful commentary detailing the possibilities and limitations of learning games that take significant advantage of the video game medium--advanced learning games.The excitement around the potential of video games as sources for learning has never been greater. Developments in digital and computer technology have magnified the creativity and availability of advanced learning games. Paradox of the Learning Game highlights the potential of the video game medium as a tool for learning, while also exploring some of the social and industry challenges that limit the success of advanced learning games. Wright explores these obstacles--which he describes as "paradoxes" and "tensions"--by leveraging his background in the Learning Sciences, Sociology, Communications, and his own enthusiasm for the video game medium. He believes that addressing these issues can help advanced learning games sustain momentum while designers and researchers find the best ways to feasibly design these games for effective learning. Paradox of the Learning Game not only serves as an introduction to the power of video games as learning resources, but also as a call for advocates to carefully consider deep-rooted challenges that could negatively impact the future of this learning technology.

Everyone Wins - 3rd Edition

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Publisher : New Society Publishers
ISBN 13 : 1771422912
Total Pages : 135 pages
Book Rating : 4.7/5 (714 download)

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Book Synopsis Everyone Wins - 3rd Edition by : Ba Luvmour

Download or read book Everyone Wins - 3rd Edition written by Ba Luvmour and published by New Society Publishers. This book was released on 2019-04-23 with total page 135 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over 25,000 copies sold — promote optimal well-being and social justice through 170+ games and activities for all ages At this critical point of human evolution, we want our children to have the ability to resolve conflict, communicate positively, build social skills, and increase self-esteem so that they may actualize their potential and live in well-being. The highly sought-after 3rd edition of the best-selling, Parent Choice Award-winning book Everyone Wins: Cooperative Games and Activities for All Ages features over 170 well-designed cooperative games and activities. Developmentally appropriate and indexed according to age level, group size, activity level, and location, Everyone Wins offers great value through evaluating interpersonal dynamics, teaching social justice, and assessing development capacities. By popular request, new features include: Information on development and learning in children and youth New and updated games and activities An overview of Natural Learning Relationships for whole-child development Everyone Wins is an easy to use, quick reference guide for everyone who cares for and about children, education, and the actualization of social well-being in a diverse range of environments.

Gaming, Simulations and Society

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Publisher : Springer Science & Business Media
ISBN 13 : 9784431223085
Total Pages : 340 pages
Book Rating : 4.2/5 (23 download)

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Book Synopsis Gaming, Simulations and Society by : International Simulation and Gaming Association. International Conference

Download or read book Gaming, Simulations and Society written by International Simulation and Gaming Association. International Conference and published by Springer Science & Business Media. This book was released on 2005 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: Annotation This book presents a current research scope and perspective of Simulation and Gaming. Theoretical problems of Simulation and Gaming will be examined with a view to improving the social sciences through the introduction of the techniques and concepts of Simulation and Gaming. The fields of economics, political science, psychology and business management can all be radically improved by introducing such techniques of Simulation and Gaming as the Agent-Based Modelling. Other important topics are the analysis of philosophical foundations in Simulation and Gaming as an academic discipline. The ever growing and massive popularity of PC and arcade games cannot be ignored. Their potential as agents of education and their essentially violent nature raise many ethical and moral problems that need to be addressed.

The Gamification of Society

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Publisher : John Wiley & Sons
ISBN 13 : 1119821541
Total Pages : 224 pages
Book Rating : 4.1/5 (198 download)

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Book Synopsis The Gamification of Society by : Stéphane Le Lay

Download or read book The Gamification of Society written by Stéphane Le Lay and published by John Wiley & Sons. This book was released on 2021-03-12 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the years. They now include the fields of health, education, work, the media and many others. However, the human and social sciences still neglect the analysis and critique of gamification. Research conducted in this area tends to focus on game objects and not gamificationÂs logic as its ideological dimension. Considering that the game, as a model and a reference, laden with social value, deserves to be questioned beyond its objects, The Gamification of Society gathers together texts, observations and criticisms that question the influence that games and their Âmechanics have on wider society. The empirical research presented in this book (examining designers practices, early childhood, political action, the quantified self, etc.) also probes several different national contexts – those of Norway, Belgium, the United States and France, among others.

Teaching Mathematics Through Games

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Publisher : American Mathematical Soc.
ISBN 13 : 1470462842
Total Pages : 160 pages
Book Rating : 4.4/5 (74 download)

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Book Synopsis Teaching Mathematics Through Games by : Mindy Capaldi

Download or read book Teaching Mathematics Through Games written by Mindy Capaldi and published by American Mathematical Soc.. This book was released on 2021-05-18 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: Active engagement is the key to learning. You want your students doing something that stimulates them to ask questions and creates a need to know. Teaching Mathematics Through Games presents a variety of classroom-tested exercises and activities that provoke the active learning and curiosity that you hope to promote. These games run the gamut from well-known favorites like SET and Settlers of Catan to original games involving simulating structural inequality in New York or playing Battleship with functions. The book contains activities suitable for a wide variety of college mathematics courses, including general education courses, math for elementary education, probability, calculus, linear algebra, history of math, and proof-based mathematics. Some chapter activities are short term, such as a drop-in lesson for a day, and some are longer, including semester-long projects. All have been tested, refined, and include extensive implementation notes.

Learning Society Game

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Publisher :
ISBN 13 :
Total Pages : 69 pages
Book Rating : 4.:/5 (475 download)

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Book Synopsis Learning Society Game by :

Download or read book Learning Society Game written by and published by . This book was released on 2004 with total page 69 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Seven Games: A Human History

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Publisher : W. W. Norton & Company
ISBN 13 : 1324003782
Total Pages : 326 pages
Book Rating : 4.3/5 (24 download)

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Book Synopsis Seven Games: A Human History by : Oliver Roeder

Download or read book Seven Games: A Human History written by Oliver Roeder and published by W. W. Norton & Company. This book was released on 2022-01-25 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.