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.

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches

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Publisher : IGI Global
ISBN 13 : 1609604962
Total Pages : 1462 pages
Book Rating : 4.6/5 (96 download)

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Book Synopsis Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches by : Felicia, Patrick

Download or read book Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches written by Felicia, Patrick and published by IGI Global. This book was released on 2011-04-30 with total page 1462 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.

Resonant Games

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Publisher : MIT Press
ISBN 13 : 0262037807
Total Pages : 267 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Resonant Games by : Eric Klopfer

Download or read book Resonant Games written by Eric Klopfer and published by MIT Press. This book was released on 2018-07-17 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.

The Proteus Paradox

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Publisher : Yale University Press
ISBN 13 : 0300190999
Total Pages : 262 pages
Book Rating : 4.3/5 (1 download)

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Book Synopsis The Proteus Paradox by : Nick Yee

Download or read book The Proteus Paradox written by Nick Yee and published by Yale University Press. This book was released on 2014-01-07 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: A surprising assessment of the ways that virtual worlds are entangled with human psychology

Handbook of Research on Using Motor Games in Teaching and Learning Strategy

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Author :
Publisher : IGI Global
ISBN 13 : 1799896226
Total Pages : 511 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Using Motor Games in Teaching and Learning Strategy by : Gil-Madrona, Pedro

Download or read book Handbook of Research on Using Motor Games in Teaching and Learning Strategy written by Gil-Madrona, Pedro and published by IGI Global. This book was released on 2022-05-06 with total page 511 pages. Available in PDF, EPUB and Kindle. Book excerpt: Motor games are incredibly useful in enhancing education and developing critical skills; they can entertain, produce pleasant emotions, improve moods, and increase the level of relationships. Motor games allow social, emotional, and cognitive development as well as the acquisition of motor skills such as knowledge and mastery of body, postural control and adjustment, and improvement of coordination. However, it is essential to select the appropriate game for each context to achieve the desired learning in all students. Further research on the opportunities, challenges, and future directions of motor games in education is necessary to successfully implement them. The Handbook of Research on Using Motor Games in Teaching and Learning Strategy presents significant advances in motor game education and collects research evidence that uncovers the certainties and testifies to the educational power of motor games in various situations and specific contexts that promote the learning of participants. Covering topics such as emotional physical education and educational mediation, this major reference work is ideal for researchers, academicians, educators, practitioners, and students.

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.

Developing Video Game Literacy in the EFL Classroom

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Author :
Publisher : Narr Francke Attempto Verlag
ISBN 13 : 3823392484
Total Pages : 364 pages
Book Rating : 4.8/5 (233 download)

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Book Synopsis Developing Video Game Literacy in the EFL Classroom by : Roger Dale Jones

Download or read book Developing Video Game Literacy in the EFL Classroom written by Roger Dale Jones and published by Narr Francke Attempto Verlag. This book was released on 2018-07-16 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are a major source of contact to English language and culture, and the need to develop critical video game competency is high. This text presents reasons for (and defines) video game literacy for the English as a foreign language classroom as well as empirical research which covers problems and potentials of game topics in the classroom. This book offers as a result of the theoretical and empirical research countless ideas for task and material design, teacher education, theoretical and conceptual development of video game literacy and impulses for future empirical research.

Assessment, Equity, and Opportunity to Learn

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Publisher : Cambridge University Press
ISBN 13 : 1139470566
Total Pages : 353 pages
Book Rating : 4.1/5 (394 download)

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Book Synopsis Assessment, Equity, and Opportunity to Learn by : Pamela A. Moss

Download or read book Assessment, Equity, and Opportunity to Learn written by Pamela A. Moss and published by Cambridge University Press. This book was released on 2008-04-07 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: Providing all students with a fair opportunity to learn (OTL) is perhaps the most pressing issue facing U.S. education. Moving beyond conventional notions of OTL – as access to content, often content tested; access to resources; or access to instructional processes – the authors reconceptualize OTL in terms of interaction among learners and elements of their learning environments. Drawing on socio-cultural, sociological, psychometric, and legal perspectives, this book provides historical critique, theory and principles, and concrete examples of practice through which learning, teaching, and assessment can be re-envisioned to support fair OTL for all students. It offers educators, researchers, and policy analysts new to socio-cultural perspectives an engaging introduction to fresh ideas for conceptualizing, enhancing, and assessing OTL; encourages those who already draw on socio-cultural resources to focus attention on OTL and assessment; and nurtures collaboration among members of discourse communities who have rarely engaged one another's work.

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:

Martial Arts Teaching Tales of Power and Paradox

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Publisher : Inner Traditions
ISBN 13 : 9780892818822
Total Pages : 128 pages
Book Rating : 4.8/5 (188 download)

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Book Synopsis Martial Arts Teaching Tales of Power and Paradox by : Pascal Fauliot

Download or read book Martial Arts Teaching Tales of Power and Paradox written by Pascal Fauliot and published by Inner Traditions. This book was released on 2000-04-01 with total page 128 pages. Available in PDF, EPUB and Kindle. Book excerpt: A collection of parables and teaching stories from the martial arts traditions of Japan and China that emphasizes their spiritual foundation. • The teaching stories in this book are based on the lives of martial arts masters and are meant to inspire questions and insights for the student. • Written for martial artists and anyone interested in Eastern religions such as Buddhism, Zen, and Taoism. True martial arts should never be confused with simple combat techniques. Rather, martial arts are a way that an individual, after a long and difficult apprenticeship, can gain a profound understanding of the true nature of reality and one's place in it. Over time the apprentice discovers the laws governing the subtle forces of life and realizes that their mastery is only possible after one has mastered oneself. "He who has mastered the Art doesn't use his sword: he compels his adversary to kill himself." This quote from renowned sword master Tajima no Kami perfectly expresses the paradoxical nature of martial arts teachings in China and Japan. These teaching stories are not moral fables; in fact they have nothing to prove. Their purpose is actually to inspire questions and insights that will aid the student to achieve self-realization. Most of the stories in this book are based on actual events in the lives of martial arts teachers who have achieved legendary status. The almost superhuman abilities of some of the masters described here are evidence of the secret powers that can be wielded by those whose martial arts training is not simply the learning of physical techniques but involves the mastering of the subtle energies of the mind and body. Master of the Art of Archery Kenzo Awa could hit the center of a target even when shooting in total darkness. Assailants of Tai Chi master Yang Lu Chan found their blows did more damage to themselves than to their would-be victim. By reading--and comprehending--the tales in this book, we can acquire the same essential knowledge that these masters had--that extraordinary forces are within the grasp of those who have achieved inner peace and self-mastery.

Lifelong Learning - Signs, Discourses, Practices

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 140205579X
Total Pages : 185 pages
Book Rating : 4.4/5 (2 download)

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Book Synopsis Lifelong Learning - Signs, Discourses, Practices by : Robin Usher

Download or read book Lifelong Learning - Signs, Discourses, Practices written by Robin Usher and published by Springer Science & Business Media. This book was released on 2007-05-22 with total page 185 pages. Available in PDF, EPUB and Kindle. Book excerpt: This text explores the different ways in which the various social practices in which people participate becomes signed as learning, how and why that occurs and with what consequences. It takes seriously the linguistic turn in social theory to draw upon semiotics and poststructuralism through which to explore the significance of lifelong learning as an emerging discourse in education.

Digital Learning and Collaborative Practices

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Publisher : Routledge
ISBN 13 : 1000403483
Total Pages : 240 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Digital Learning and Collaborative Practices by : Eva Brooks

Download or read book Digital Learning and Collaborative Practices written by Eva Brooks and published by Routledge. This book was released on 2021-07-19 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital Learning and Collaborative Practices offers a comprehensive overview of design-based, technology-enhanced approaches to teaching and learning in virtual settings. Today’s digital communications foster new opportunities for sharing culture and knowledge while also prompting concerns over division, disinformation and surveillance. This book uniquely emphasises playful, collaborative experiences and democratic values in a variety of environments—adaptive, augmented, dialogic, game-based and beyond. Graduate students and researchers of educational technology, the learning sciences and interaction design will discover rich theories, interventions, models and approaches for concretising emerging practices and competencies in digital learning spaces.

Graduate Skills and Game-Based Learning

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Publisher : Springer Nature
ISBN 13 : 3030277860
Total Pages : 238 pages
Book Rating : 4.0/5 (32 download)

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Book Synopsis Graduate Skills and Game-Based Learning by : Matthew Barr

Download or read book Graduate Skills and Game-Based Learning written by Matthew Barr and published by Springer Nature. This book was released on 2019-09-05 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the efficacy of game-based learning to develop university students’ skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.

Playing the learning game

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Publisher : Lulu.com
ISBN 13 : 1471601978
Total Pages : 114 pages
Book Rating : 4.4/5 (716 download)

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Book Synopsis Playing the learning game by : Martin Eckhoff Andresen

Download or read book Playing the learning game written by Martin Eckhoff Andresen and published by Lulu.com. This book was released on with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Handbook of Research on Supporting Social and Emotional Development Through Literacy Education

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Author :
Publisher : IGI Global
ISBN 13 : 1799874664
Total Pages : 571 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Supporting Social and Emotional Development Through Literacy Education by : Tussey, Jill

Download or read book Handbook of Research on Supporting Social and Emotional Development Through Literacy Education written by Tussey, Jill and published by IGI Global. This book was released on 2021-06-25 with total page 571 pages. Available in PDF, EPUB and Kindle. Book excerpt: The social and emotional welfare of students in both K-12 and higher education settings has become increasingly important during the third decade of the 21st century, as students face a variety of social-emotional learning (SEL) challenges related to a multitude of internal and external factors. As concepts around traditional literacy education evolve and become more culturally and linguistically relevant, the connections between SEL and academic literacy opportunities warrant considerable exploration. The Handbook of Research on Supporting Social and Emotional Development Through Literacy Education develops a conceptual framework around pedagogical connections to social and emotional teaching and learning within K-12 literacy practices. This text provides a variety of research and practice protocols supporting student success through the integration of SEL and literacy across grade levels. Covering topics such as culturally relevant literacy, digital literacy, and content-area literacy, this handbook is essential for curriculum directors, education faculty, instructional facilitators, literacy professionals, practicing teachers, pre-service teachers, professional development coordinators, school counselors, teacher preparation programs, academicians, researchers, and students.

Second Handbook of Research on Mathematics Teaching and Learning

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Author :
Publisher : IAP
ISBN 13 : 160752709X
Total Pages : 725 pages
Book Rating : 4.6/5 (75 download)

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Book Synopsis Second Handbook of Research on Mathematics Teaching and Learning by : Frank K. Lester

Download or read book Second Handbook of Research on Mathematics Teaching and Learning written by Frank K. Lester and published by IAP. This book was released on 2007-02-01 with total page 725 pages. Available in PDF, EPUB and Kindle. Book excerpt: The audience remains much the same as for the 1992 Handbook, namely, mathematics education researchers and other scholars conducting work in mathematics education. This group includes college and university faculty, graduate students, investigators in research and development centers, and staff members at federal, state, and local agencies that conduct and use research within the discipline of mathematics. The intent of the authors of this volume is to provide useful perspectives as well as pertinent information for conducting investigations that are informed by previous work. The Handbook should also be a useful textbook for graduate research seminars. In addition to the audience mentioned above, the present Handbook contains chapters that should be relevant to four other groups: teacher educators, curriculum developers, state and national policy makers, and test developers and others involved with assessment. Taken as a whole, the chapters reflects the mathematics education research community's willingness to accept the challenge of helping the public understand what mathematics education research is all about and what the relevance of their research fi ndings might be for those outside their immediate community.

The Game Culture Reader

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Publisher : Cambridge Scholars Publishing
ISBN 13 : 1443864374
Total Pages : 285 pages
Book Rating : 4.4/5 (438 download)

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Book Synopsis The Game Culture Reader by : Jason Thompson

Download or read book The Game Culture Reader written by Jason Thompson and published by Cambridge Scholars Publishing. This book was released on 2014-07-18 with total page 285 pages. Available in PDF, EPUB and Kindle. Book excerpt: In The Game Culture Reader, editors Jason C. Thompson and Marc A. Ouellette propose that Game Studies—that peculiar multi-, inter-, and trans-disciplinary field wherein international researchers from such diverse areas as rhetoric, computer science, literary studies, culture studies, psychology, media studies and so on come together to study the production, distribution, and consumption of games—has reached an unproductive stasis. Its scholarship remains either divided (as in the narratologists versus ludologists debate) or indecisive (as in its frequently apolitical stances on play and fandom). Thompson and Ouellette firmly hold that scholarship should be distinguished from the repetitively reductive commonplaces of violence, sexism, and addiction. In other words, beyond the headline-friendly modern topoi that now dominate the discourse of Game Studies, what issues, approaches, and insights are being, if not erased, then displaced? This volume gathers together a host of scholars from different countries, institutions, disciplines, departments, and ranks, in order to present original and evocative scholarship on digital game culture. Collectively, the contributors reject the commonplaces that have come to define digital games as apolitical or as somehow outside of the imbricated processes of cultural production that govern the medium itself. As an alternative, they offer essays that explore video game theory, ludic spaces and temporalities, and video game rhetorics. Importantly, the authors emphasize throughout that digital games should be understood on their own terms: literally, this assertion necessitates the serious reconsideration of terms borrowed from other academic disciplines; figuratively, the claim embeds the embrace of game play in the continuing investigation of digital games as cultural forms. Put another way, by questioning the received wisdom that would consign digital games to irrelevant spheres of harmless child’s play or of invidious mass entertainment, the authors productively engage with ludic ambiguities.