Playful Teaching, Learning Games:New Tool for Digital Classrooms

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 9460914608
Total Pages : 133 pages
Book Rating : 4.4/5 (69 download)

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Book Synopsis Playful Teaching, Learning Games:New Tool for Digital Classrooms by : Myint Swe Khine

Download or read book Playful Teaching, Learning Games:New Tool for Digital Classrooms written by Myint Swe Khine and published by Springer Science & Business Media. This book was released on 2011-11-13 with total page 133 pages. Available in PDF, EPUB and Kindle. Book excerpt: Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.

Global Perspectives on Gameful and Playful Teaching and Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1799820173
Total Pages : 330 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Global Perspectives on Gameful and Playful Teaching and Learning by : Farber, Matthew

Download or read book Global Perspectives on Gameful and Playful Teaching and Learning written by Farber, Matthew and published by IGI Global. This book was released on 2019-12-27 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the fast-changing field of education, the incorporation of game-based learning has been increasing in order to promote more successful learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best practices for the integration of games in instructional settings are imperative for supporting student academic achievement. Global Perspectives on Gameful and Playful Teaching and Learning is a collection of innovative research on the methods and applications that explore the cognitive and psychological aspects underpinning successful educational video games. While highlighting topics including nontraditional exercise, mobile computing, and interactive technologies, this book is ideally designed for teachers, curriculum developers, instructional designers, course designers, IT consultants, educational software developers, principals, school administrators, academicians, researchers, and students seeking current research on the design and integration of game-based learning environments.

Proceedings of the 17th European Conference on Game-Based Learning

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Author :
Publisher : Academic Conferences and publishing limited
ISBN 13 : 1914587898
Total Pages : 950 pages
Book Rating : 4.9/5 (145 download)

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Book Synopsis Proceedings of the 17th European Conference on Game-Based Learning by : Ton Spil

Download or read book Proceedings of the 17th European Conference on Game-Based Learning written by Ton Spil and published by Academic Conferences and publishing limited. This book was released on 2023-10-05 with total page 950 pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.

Games and Learning Alliance

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Author :
Publisher : Springer
ISBN 13 : 3319402161
Total Pages : 590 pages
Book Rating : 4.3/5 (194 download)

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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 2016-06-22 with total page 590 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 4th International Conference on Games and Learning Alliance, GALA 2015, held in Rome, Italy, in December 2015. The 33 revised full papers and 15 short papers presented were carefully reviewed and selected from 102 submissions. The papers presented cover a variety of aspects and knowledge fields. They are grouped around the following topics: games for health, games for mobility, pervasive gaming and urban mobility.

New Media Literacies and Participatory Popular Culture Across Borders

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Author :
Publisher : Routledge
ISBN 13 : 1136635637
Total Pages : 230 pages
Book Rating : 4.1/5 (366 download)

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Book Synopsis New Media Literacies and Participatory Popular Culture Across Borders by : Bronwyn Williams

Download or read book New Media Literacies and Participatory Popular Culture Across Borders written by Bronwyn Williams and published by Routledge. This book was released on 2012-05-23 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt: How do students’ online literacy practices intersect with online popular culture? In this book scholars from a range of countries including Australia, Lebanon, Nepal, Qatar, South Africa, Turkey, and the United States illustrate and analyze how literacy practices that are mediated through and influenced by popular culture create both opportunities and tensions for secondary and university students. The authors examine issues of theory, identity, and pedagogy as they address participatory popular culture sites such as fan forums, video, blogs, social networking sites, anime, memes, and comics and graphic novels. Uniquely bringing together scholarship about online literacy practices and the growing body of work on participatory popular culture, New Media Literacies and Participatory Popular Culture across Borders makes distinctive contributions to an emerging field of study, pushing forward scholarship about literacy and identity in cross-cultural situations and advancing important conversations about issues of global flows and local responses to popular culture.

Education for Democracy 2.0

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Author :
Publisher : BRILL
ISBN 13 : 9004448497
Total Pages : 390 pages
Book Rating : 4.0/5 (44 download)

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Book Synopsis Education for Democracy 2.0 by :

Download or read book Education for Democracy 2.0 written by and published by BRILL. This book was released on 2021-01-04 with total page 390 pages. Available in PDF, EPUB and Kindle. Book excerpt: A panorama of perspectives on media education and democracy in a digital age that draws upon projects in both the formal and non-formal education spheres, this collection contributes to conceptualizing and cultivating a more respectful, robust and critically-engaged democracy.

The Playful Classroom

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 1119674395
Total Pages : 320 pages
Book Rating : 4.1/5 (196 download)

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Book Synopsis The Playful Classroom by : Jed Dearybury

Download or read book The Playful Classroom written by Jed Dearybury and published by John Wiley & Sons. This book was released on 2020-06-30 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Shows teachers how and why they should bring play into the classroom to make learning meaningful, relevant, and fun. Research studies show that all students—young and old, rich and poor, urban and rural—benefit immensely from classrooms filled with art, creativity, and laughter. Fun, playfulness, creative thinking, and individual expression reinforce positive experiences, which in turn lead to more engaged students, better classroom environments, and successful learning outcomes. Designed for K-12 educators, The Playful Classroom describes how teachers can develop a playful mindset for giving students meaningful, relevant and fun learning experiences. This unique real-world guide provides you with everything you need to incorporate engaging, hands-on lessons and creative activities, regardless of the level and subject you teach. Building on contemporary and seminal works on learning theory and play pedagogy, the authors explain how to inspire your students by bringing play. into your classroom. This clear, user-friendly guide supplies practical strategies and effective solutions for adding the missing ingredients to your classroom culture. Access to the authors’ companion website provides videos, learning experiences, and downloadable teaching and learning resources. Packed with relatable humor, proven methods, and valuable insights, this book enables you to: Provide meaningful experiences that will benefit students both in school and later in life Combine the principles of PLAY with traditional curricula to encourage creative learning Promote trust, collaboration, and growth in students Develop a playful mindset for bringing the arts into every lesson Foster critical thinking in any school community The Playful Classroom: The Power of Play for All Ages is a must-have resource for K-12 educators, higher education professionals, and readers looking for education-based professional development and training resources.

Game On

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Publisher : Solution Tree Press
ISBN 13 : 1936763982
Total Pages : 160 pages
Book Rating : 4.9/5 (367 download)

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Book Synopsis Game On by : Ryan L. Schaaf

Download or read book Game On written by Ryan L. Schaaf and published by Solution Tree Press. This book was released on 2016-10-25 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations. Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning. Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design. Access lists of suggested digital games, and learn for what purposes the games are most useful. Consider how digital games can address students’ diverse learning needs and can be used for assessment. Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I’s of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources

Playful Learning

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Author :
Publisher : Routledge
ISBN 13 : 1351021842
Total Pages : 235 pages
Book Rating : 4.3/5 (51 download)

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Book Synopsis Playful Learning by : Nicola Whitton

Download or read book Playful Learning written by Nicola Whitton and published by Routledge. This book was released on 2019-04-05 with total page 235 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offering an innovative and dynamic approach to adult learning, Playful Learning explores the potential of play in adulthood with the goal of helping educators, corporate trainers and event designers incorporate play-based activities for adults into both educational and work settings. Through a comprehensive overview of the value of play in adulthood, this book responds to the growing popularity of playful events for adults in academic and business settings designed to promote higher levels of engagement. Drawing on the authors’ own decades of experience at the forefront of the field, this helpful reference incorporates strategies and techniques for bringing play into any learning design. Examples and case studies of successful playful design at conferences, training events, and in higher education illustrate what effective playful event design looks like in practice. With a multi-sector appeal that spans business, education and entertainment while bringing together practice and theory in an accessible manner, Playful Learning is a must-have resource for researchers, practitioners, managers and administrators alike.

The Playful Classroom

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 1119674468
Total Pages : 320 pages
Book Rating : 4.1/5 (196 download)

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Book Synopsis The Playful Classroom by : Jed Dearybury

Download or read book The Playful Classroom written by Jed Dearybury and published by John Wiley & Sons. This book was released on 2020-06-12 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Shows teachers how and why they should bring play into the classroom to make learning meaningful, relevant, and fun. Research studies show that all students—young and old, rich and poor, urban and rural—benefit immensely from classrooms filled with art, creativity, and laughter. Fun, playfulness, creative thinking, and individual expression reinforce positive experiences, which in turn lead to more engaged students, better classroom environments, and successful learning outcomes. Designed for K-12 educators, The Playful Classroom describes how teachers can develop a playful mindset for giving students meaningful, relevant and fun learning experiences. This unique real-world guide provides you with everything you need to incorporate engaging, hands-on lessons and creative activities, regardless of the level and subject you teach. Building on contemporary and seminal works on learning theory and play pedagogy, the authors explain how to inspire your students by bringing play. into your classroom. This clear, user-friendly guide supplies practical strategies and effective solutions for adding the missing ingredients to your classroom culture. Access to the authors’ companion website provides videos, learning experiences, and downloadable teaching and learning resources. Packed with relatable humor, proven methods, and valuable insights, this book enables you to: Provide meaningful experiences that will benefit students both in school and later in life Combine the principles of PLAY with traditional curricula to encourage creative learning Promote trust, collaboration, and growth in students Develop a playful mindset for bringing the arts into every lesson Foster critical thinking in any school community The Playful Classroom: The Power of Play for All Ages is a must-have resource for K-12 educators, higher education professionals, and readers looking for education-based professional development and training resources.

Making School a Game Worth Playing

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Author :
Publisher : Corwin Press
ISBN 13 : 1483375137
Total Pages : 205 pages
Book Rating : 4.4/5 (833 download)

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Book Synopsis Making School a Game Worth Playing by : Ryan Schaaf

Download or read book Making School a Game Worth Playing written by Ryan Schaaf and published by Corwin Press. This book was released on 2014-06-05 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!

Primary Games

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Publisher : John Wiley & Sons
ISBN 13 : 0787965251
Total Pages : 393 pages
Book Rating : 4.7/5 (879 download)

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Book Synopsis Primary Games by : Steve Sugar

Download or read book Primary Games written by Steve Sugar and published by John Wiley & Sons. This book was released on 2002-09-13 with total page 393 pages. Available in PDF, EPUB and Kindle. Book excerpt: Primary Games includes a wealth of games for K-8 students that will enliven instruction, boost student motivation, and enhance learning in the classroom or at home. The book features in- and out-of-desk activities that will engage and stimulate students, as well as promote teamwork, skill building, and interactive problem solving.

Video Games as a Teaching Tool. Epic Step-by-step Guide

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Author :
Publisher :
ISBN 13 : 9788409254460
Total Pages : 278 pages
Book Rating : 4.2/5 (544 download)

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Book Synopsis Video Games as a Teaching Tool. Epic Step-by-step Guide by : Elena V Shliakhovchuk

Download or read book Video Games as a Teaching Tool. Epic Step-by-step Guide written by Elena V Shliakhovchuk and published by . This book was released on 2020-11-18 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: A clear and effective approach to teaching using digital game.EdTech is an area rife with promises of improved teaching and learning proclaimed by globe-trotting gurus, keynote speakers and product evangelists. Some of them are just hype, but digital game-based learning and teaching (DGBL&T) definitely not. These are here to stay.Why?Because there are more than 2.5 billion video game players all ages worldwide.The average young person accumulates 10,000 hours of gaming before turning 21.75% of gamers believe playing video games provides mental stimulation or education. Parents see digital games as providing a variety of educational benefits and consider them a positive part of their children's lives.Around 61% of senior executives surveyed take daily game breaks at work.Consequently, the interest is growing in the potential of video games for formal and informal education. Furthermore, the recent explosion of online teaching has created a demand for teachers capable of teaching using video games. Yet, comprehensive pedagogical resources are scare.As a result, teachers and educators like you are nervous about introducing video games into their classrooms. They aren't sure where to start, what to take into consideration, where to seek advice.Where to find suitable games?How to assess their effectiveness?What about the cost of acquiring games?How to deal with behavioural issues during gaming sessions in class?How to plan a lesson with a video game?What accompanying activities to offer?What about gaming software and hardware requirements?Are video games suitable for online teaching?...These are some of the questions that cross the teachers' mind.Digital game-based learning and teaching remains a mysterious process, and those who manage to master it are looked upon as Cracks.And how would you feel if you were a digital game-based learning and teaching Crack?The best advice for technology implementation comes from simply trying things out and from speaking with colleagues who were working with similar technology in similar situations and circumstances. This book is such a colleague of yours. It is an informal conversation between a DGBL&T n00b (newbie) and someone with extensive experience using video games for teaching purposes.Video games as a teaching tool. EPIC Guide demystifies the digital game-based learning and teaching process and contains inspiration and guidance on how to effectively bring video games to your classroom!Right from the first pages EPIC Guide gives you advice, instructional strategies, best practices and pro techniques to start teaching with video games.The EPIC guide is based on the letters of the EPIC model and covers most of the aspects of learning and teaching with video games.E evaluates your current resources for using video games in the classroom and opens the curtain of where to find the perfect game.P helps to prepare a lesson plan with video games.I presents a number of actionable ideas for integrating video games in your classroom.C covers the assessment and evaluation of the effectiveness of learning with digital games and invites to become an influencer in this field.Each part has tens of the power questions that you can think about, to stimulate creativity and ideas generation, to test your understanding of the material covered or to go beyond it.This book not only provides tons of practical advice for integrating video games in your classroom but also show you how to choose and use digital games, so they resonate with you and your students.What is more, the book contains video game jokes and memes to develop a taste of gaming humour.Epic Guide is for anyone in a formal and informal education setting who is interested in teaching using video games. Of course, it can be useful for parents who are looking to play video games meaningfully their children.

Playful Minds

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Author :
Publisher : eBookIt.com
ISBN 13 : 1456646990
Total Pages : 286 pages
Book Rating : 4.4/5 (566 download)

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Book Synopsis Playful Minds by : Lily Parker

Download or read book Playful Minds written by Lily Parker and published by eBookIt.com. This book was released on 2024-03-12 with total page 286 pages. Available in PDF, EPUB and Kindle. Book excerpt: Revolutionize Learning: Dive Into the Joy of Educational Games Imagine a world where the joy of play infuses every lesson, where students of all ages are eager to learn, spurred by curiosity and engagement. "Playful Minds: Transforming Education with Gamification" extends a thrilling invitation to educators, parents, and innovators: to reimagine the educational landscape through the potent magic of gamification. The journey starts at the intersection where education meets fun, guiding readers through a captivating exploration of what gamification really is and why it has become an imperative in today's teaching toolkit. Discover the core principles of game design and how they can be harnessed to create enriching educational experiences that captivate both the mind and the heart. Sink your teeth into the psychology that intertwines learning with gaming. Unlock compelling insights into motivation, flow state, and the psychological underpinnings that make game-based learning incredibly effective. Design your very first educational game with strategies right from the minds of seasoned experts, employing powerful narrative techniques, reward systems, and game mechanics that translate across different subjects and cater to diverse learning styles. Dive deep into digital versus non-digital gaming applications, and witness how each can beautifully complement the art of teaching. Equip yourself with the knowledge of the latest technologies, such as AR and VR, and understand how they are revolutionizing learning spaces. While addressing the inclusivity in game design, the book ensures that no learner is left behind. Armed with a plethora of case studies and actionable tools for crafting your own gamified classroom environment, "Playful Minds" ensures that your educational practice is equipped to meet the needs of the modern learner. Evolve your teaching, connect with a passionate educator community, and confidently lead the charge towards a future where learning and play are indistinguishable. As the final page turns, it's not game over, but the next level in educational excellence. Embrace the power of "Playful Minds" to craft experiences that linger long after the lesson ends, fostering a lifelong love for learning.

Playful Pedagogy in the Pandemic

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1000640299
Total Pages : 133 pages
Book Rating : 4.0/5 (6 download)

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Book Synopsis Playful Pedagogy in the Pandemic by : Emily K. Johnson

Download or read book Playful Pedagogy in the Pandemic written by Emily K. Johnson and published by Taylor & Francis. This book was released on 2022-08-26 with total page 133 pages. Available in PDF, EPUB and Kindle. Book excerpt: Educational technology adoption is more widespread than ever in the wake of COVID-19, as corporations have commodified student engagement in makeshift packages marketed as gamification. This book seeks to create a space for playful learning in higher education, asserting the need for a pedagogy of care and engagement as well as collaboration with students to help us reimagine education outside of prescriptive educational technology. Virtual learning has turned the course management system into the classroom, and business platforms for streaming video have become awkward substitutions for lecture and discussion. Gaming, once heralded as a potential tool for rethinking our relationship with educational technology, is now inextricably linked in our collective understanding to challenges of misogyny, white supremacy, and the circulation of misinformation. The initial promise of games-based learning seems to linger only as gamification, a form of structuring that creates mechanisms and incentives but limits opportunity for play. As higher education teeters on the brink of unprecedented crisis, this book proclaims the urgent need to find a space for playful learning and to find new inspiration in the platforms and interventions of personal gaming, and in turn restructure the corporatized, surveilling classroom of a gamified world. Through an in-depth analysis of the challenges and opportunities presented by pandemic pedagogy, this book reveals the conditions that led to the widespread failure of adoption of games-based learning and offers a model of hope for a future driven by new tools and platforms for personal, experimental game-making as intellectual inquiry.

Choosing and Using Digital Games in the Classroom

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Author :
Publisher : Springer
ISBN 13 : 3319122231
Total Pages : 411 pages
Book Rating : 4.3/5 (191 download)

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Book Synopsis Choosing and Using Digital Games in the Classroom by : Katrin Becker

Download or read book Choosing and Using Digital Games in the Classroom written by Katrin Becker and published by Springer. This book was released on 2016-09-29 with total page 411 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.

The New Childhood

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Author :
Publisher : Little, Brown Spark
ISBN 13 : 0316437255
Total Pages : 252 pages
Book Rating : 4.3/5 (164 download)

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Book Synopsis The New Childhood by : Jordan Shapiro

Download or read book The New Childhood written by Jordan Shapiro and published by Little, Brown Spark. This book was released on 2018-12-31 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: A provocative look at the new, digital landscape of childhood and how to navigate it. In The New Childhood, Jordan Shapiro provides a hopeful counterpoint to the fearful hand-wringing that has come to define our narrative around children and technology. Drawing on groundbreaking research in economics, psychology, philosophy, and education, The New Childhood shows how technology is guiding humanity toward a bright future in which our children will be able to create new, better models of global citizenship, connection, and community. Shapiro offers concrete, practical advice on how to parent and educate children effectively in a connected world, and provides tools and techniques for using technology to engage with kids and help them learn and grow. He compares this moment in time to other great technological revolutions in humanity's past and presents entertaining micro-histories of cultural fixtures: the sandbox, finger painting, the family dinner, and more. But most importantly, The New Childhood paints a timely, inspiring and positive picture of today's children, recognizing that they are poised to create a progressive, diverse, meaningful, and hyper-connected world that today's adults can only barely imagine.