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Studying Gaming Literacies
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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.
Download or read book Studying Gaming Literacies written by and published by BRILL. This book was released on 2020-04-06 with total page 120 pages. Available in PDF, EPUB and Kindle. Book excerpt: Organized into two sections, Studying Gaming Literacies explores the rich methodological approaches to gaming literacies scholarship as well as the possibilities of engaging in research in both classrooms and informal learning settings.
Download or read book Serious Play written by Catherine Beavis and published by Taylor & Francis. This book was released on 2017-05-08 with total page 251 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.
Book Synopsis Good Video Games + Good Learning by : James Paul Gee
Download or read book Good Video Games + Good Learning written by James Paul Gee and published by Peter Lang. This book was released on 2007 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: Textbook
Book Synopsis A Pedagogy of Multiliteracies by : New London Group
Download or read book A Pedagogy of Multiliteracies written by New London Group and published by . This book was released on 1995 with total page 38 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Author :James Paul Gee Publisher :New Literacies and Digital Epistemologies ISBN 13 :9781433123931 Total Pages :0 pages Book Rating :4.1/5 (239 download)
Book Synopsis Good Video Games + Good Learning by : James Paul Gee
Download or read book Good Video Games + Good Learning written by James Paul Gee and published by New Literacies and Digital Epistemologies. This book was released on 2013 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The chapters in this book argue that good games teach through well-designed problem-solving experiences. In the end, the book offers a model of collaborative, interactive, and embodied learning centered on problem solving, a model that can be enhanced by games, but which can be accomplished in many different ways with or without games.
Download or read book Ludoliteracy written by José P. Zagal and published by Lulu.com. This book was released on 2010 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extensive personal experience with videogames. However, games education can be surprisingly complex.
Book Synopsis Playing with Teaching by : Antero Garcia
Download or read book Playing with Teaching written by Antero Garcia and published by Gaming Ecologies and Pedagogie. This book was released on 2020 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: The possibilities of gaming for transformative and equity-driven instructional teaching practice are more robust than ever before. And yet, support for designing playful learning opportunities are too often not addressed or taught in professional development or teacher education programs. Considering the complex demands in public schools today and the niche pockets of extracurricular engagement in which youth find themselves, Playing with Teaching serves as a hands-on resource for teachers and teacher educators. Particularly focused on how games - both digital and non-digital - can shape unique learning and literacy experiences for young people today, this book's chapters look at numerous examples that educators can bring into their classrooms today.0By exploring how teachers can support literacy practices through gaming, this volume provides specific strategies for heightening literacy learning and playful experiences in classrooms. The classroom examples of gameful teaching described in each chapter not only provide practical examples of games and learning, but offer critical perspectives on why games in literacy classrooms matter today. 0Through depictions of cutting-edge of powerful and playful pedagogy, this book is not a how-to manual. Rather, Playing with Teaching fills a much-needed space demonstrating how games are applied in classrooms today. It is an invitation to reimagine classrooms as spaces to newly investigate playful approaches to teaching and learning with adolescents. Roll the dice and give playful literacy instruction a try. 0Contributors are: Jill Bidenwald, Jennifer S. Dail, Elizabeth DeBoeser, Antero Garcia, Kip Glazer, Emily Howell, Lindy L. Johnson, Rachel Kaminski Sanders, Jon Ostenson, Chad Sansing, and Shelbie Witte.
Book Synopsis Writing Games by : Christine Pearson Casanave
Download or read book Writing Games written by Christine Pearson Casanave and published by Routledge. This book was released on 2002 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: This work explores how writers from several different cultures learn to write in their academic settings, and how their writing practices intersect with their evolving identities as students and professionals in academic environments.
Book Synopsis Supporting Social and Emotional Development Through Literacy Education by : Jill Tussey
Download or read book Supporting Social and Emotional Development Through Literacy Education written by Jill Tussey and published by . This book was released on 2021 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: "The objective of this publication is to develop a conceptual framework around pedagogical connections to social and emotional teaching and learning within K-12 literacy practices. through a variety of research and practice protocols supporting student success through the integration of social-emotional learning (SEL) and literacy across grade levels"--
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.
Book Synopsis ECGBL 2017 11th European Conference on Game-Based Learning by :
Download or read book ECGBL 2017 11th European Conference on Game-Based Learning written by and published by Academic Conferences and publishing limited. This book was released on 2017-10-05 with total page 1007 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Author :Conceição Costa Publisher :Academic Conferences and publishing limited ISBN 13 :1914587529 Total Pages :842 pages Book Rating :4.9/5 (145 download)
Book Synopsis ECGBL 2022 16th European Conference on Game-Based Learning by : Conceição Costa
Download or read book ECGBL 2022 16th European Conference on Game-Based Learning written by Conceição Costa and published by Academic Conferences and publishing limited. This book was released on 2022-10-06 with total page 842 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Cases on Digital Game-Based Learning: Methods, Models, and Strategies by : Baek, Youngkyun
Download or read book Cases on Digital Game-Based Learning: Methods, Models, and Strategies written by Baek, Youngkyun and published by IGI Global. This book was released on 2013-01-31 with total page 626 pages. Available in PDF, EPUB and Kindle. Book excerpt: In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.
Book Synopsis New Literacies: Everyday Practices And Social Learning by : Lankshear, Colin
Download or read book New Literacies: Everyday Practices And Social Learning written by Lankshear, Colin and published by McGraw-Hill Education (UK). This book was released on 2011-07-01 with total page 298 pages. Available in PDF, EPUB and Kindle. Book excerpt: This timely new edition explores new literacies, knowledge and classroom practices in light of growing electronic information and communication techniques.
Download or read book Media Literacy written by Kathleen Tyner and published by Routledge. This book was released on 2009-12-04 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offering contributions from scholars at the forefront of media literacy scholarship, this volume provides valuable insights into the issues of literacy and the new forms of digital communication now being utilized in schools. It explores how educators can leverage student proficiency with new literacies for learning in formal and informal educational environments, and investigates critical literacy practices that can best respond to the proliferation of new media in society.
Book Synopsis Critical Digital Literacies: Boundary-Crossing Practices by :
Download or read book Critical Digital Literacies: Boundary-Crossing Practices written by and published by BRILL. This book was released on 2021-07-05 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this volume, contributors advance the theories and praxis of Critical Digital Literacies. Aimed at literacy, teacher education, and English Education practitioners, this volume explores critical practices with digital tools, with a pronounced focus on social justice.