Teaching Games and Game Studies in the Literature Classroom

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Author :
Publisher : Bloomsbury Publishing
ISBN 13 : 1350269735
Total Pages : 257 pages
Book Rating : 4.3/5 (52 download)

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Book Synopsis Teaching Games and Game Studies in the Literature Classroom by : Tison Pugh

Download or read book Teaching Games and Game Studies in the Literature Classroom written by Tison Pugh and published by Bloomsbury Publishing. This book was released on 2022-09-22 with total page 257 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory but focuses on practical applications to develop students' critical thinking skills and intercultural competence through both digital and analog gameful approaches.

Ludoliteracy

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Publisher : Lulu.com
ISBN 13 : 0557277914
Total Pages : 164 pages
Book Rating : 4.5/5 (572 download)

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Book Synopsis Ludoliteracy by : José P. Zagal

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.

Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

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Author :
Publisher : Lulu.com
ISBN 13 : 0359984010
Total Pages : 584 pages
Book Rating : 4.3/5 (599 download)

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Book Synopsis Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond by : Karen Schrier

Download or read book Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond written by Karen Schrier and published by Lulu.com. This book was released on 2019-11-18 with total page 584 pages. Available in PDF, EPUB and Kindle. Book excerpt: Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.

An Introduction to Game Studies

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Publisher : SAGE
ISBN 13 : 1473902924
Total Pages : 208 pages
Book Rating : 4.4/5 (739 download)

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Book Synopsis An Introduction to Game Studies by : Frans Mäyrä

Download or read book An Introduction to Game Studies written by Frans Mäyrä and published by SAGE. This book was released on 2008-02-18 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as 'game' and play' - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as 'culture' and subculture - Analyse the relationship between technology and interactivity and between 'game' and 'reality' - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.

Games: Purpose and Potential in Education

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Publisher : Springer Science & Business Media
ISBN 13 : 0387097759
Total Pages : 259 pages
Book Rating : 4.3/5 (87 download)

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Book Synopsis Games: Purpose and Potential in Education by : Christopher Thomas Miller

Download or read book Games: Purpose and Potential in Education written by Christopher Thomas Miller and published by Springer Science & Business Media. This book was released on 2008-10-22 with total page 259 pages. Available in PDF, EPUB and Kindle. Book excerpt: The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.

Literature, Videogames and Learning

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Publisher : Routledge
ISBN 13 : 1000404064
Total Pages : 232 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Literature, Videogames and Learning by : Andrew Burn

Download or read book Literature, Videogames and Learning written by Andrew Burn and published by Routledge. This book was released on 2021-06-29 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: This innovative book explores links between literature and videogames, and how designing and playing games can transform our understanding of literature. It shows how studying literature through the lens of videogames can provide new insights into narrative and creative engagement with the text. The book sets out theories of narrative aesthetics and multimodality in literature and videogames, alongside models of literacy needed for such cultural and creative engagement. It goes on to examine game adaptations of children’s literature; and a series of videogames made by students based on Beowulf and Macbeth. In each case, the book considers ways in which the original text has been transformed by the process of game design, and what fresh light this casts on the literary narrative. It also considers what kind of learning, creative production, and cultural engagement is apparent in the game designs and emphasises the importance of treating games as a narrative medium in their own right. With a unique approach to the aesthetics of narrative in literature and videogames, the book will be of great interest to researchers, academics, and post-graduate students in the fields of literature, pedagogy, and game studies.

Playing to Learn

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 031309473X
Total Pages : 280 pages
Book Rating : 4.3/5 (13 download)

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Book Synopsis Playing to Learn by : David Hutchison

Download or read book Playing to Learn written by David Hutchison and published by Bloomsbury Publishing USA. This book was released on 2007-05-30 with total page 280 pages. Available in PDF, EPUB and Kindle. Book excerpt: Playing to Learn: Video Games in the Classroom is one of first practical resources that helps teachers integrate the study of video games into the classroom. The book is comprised of over 100 video game related activity ideas appropriate for Grades 4 to 12. Virtually every subject area is addressed. The book is augmented with several discussion articles contributed by scholars, journalists, and bloggers who routinely write about video games. In addition, the book includes dozens of activity modification and extension ideas, Web links, data tables, and photos.

Playing with Teaching

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Publisher : Gaming Ecologies and Pedagogie
ISBN 13 : 9789004422308
Total Pages : 105 pages
Book Rating : 4.4/5 (223 download)

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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. By 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. Through 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. Contributors 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"--

Games for Growth

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Publisher :
ISBN 13 :
Total Pages : 234 pages
Book Rating : 4.F/5 ( download)

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Book Synopsis Games for Growth by : Alice Kaplan Gordon

Download or read book Games for Growth written by Alice Kaplan Gordon and published by . This book was released on 1970 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Teaching with Video Games

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Author :
Publisher : Independently Published
ISBN 13 :
Total Pages : 150 pages
Book Rating : 4.7/5 (52 download)

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Book Synopsis Teaching with Video Games by : Zachary Hartzman

Download or read book Teaching with Video Games written by Zachary Hartzman and published by Independently Published. This book was released on 2021-10-22 with total page 150 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is a lot more value to be found in video games than what is traditionally considered educational. Video games can do more than just build one's literacy; it can teach mechanics, problem-solving, rules, narrative speaking, and even foster relationships with others. This book offers an in depth look at what an entire English Language Arts unit focused on video games in the classroom can look like. Included is a full 30 day unit utilizing the video games "What Remains of Edith Finch" & "Gone Home" as central texts. Students will be tasked to play both games and identify and analyze the many literary elements and rhetorical devices found across both games. A full unit plan and 30 individual lesson descriptions act as your teaching guide. Also included is a debrief of how each lesson went with my own students with student completed handouts attached. When I first decided to pursue a career in education, my close friends joked that I would be the teacher who watched movies and played video games with his students. I always knew in the back of my mind that both of those activities, especially video games, could be a real asset. My hope in writing this book is that you and other educators will be both inspired and prepared to teach with video games in your own classroom.

Games (& Other Stuff) for Teachers

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Publisher : Wood 'N' Barnes Publishing
ISBN 13 : 9781885473226
Total Pages : 172 pages
Book Rating : 4.4/5 (732 download)

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Book Synopsis Games (& Other Stuff) for Teachers by : Chris Cavert

Download or read book Games (& Other Stuff) for Teachers written by Chris Cavert and published by Wood 'N' Barnes Publishing. This book was released on 1999 with total page 172 pages. Available in PDF, EPUB and Kindle. Book excerpt: A wide range of activities put together by teachers to help teachers focus on specific skills, including listening, following directions, communication, problem-solving, interacting, using teamwork, practicing diversity, and so much more! The activities are fun and easy to understand. Sample questions provide a basis for discussion, and variations help teachers adjust skill levels.

Vocabulary Games for the Classroom

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Publisher : Solution Tree Press
ISBN 13 : 1935543113
Total Pages : 232 pages
Book Rating : 4.9/5 (355 download)

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Book Synopsis Vocabulary Games for the Classroom by : Lindsay Carleton

Download or read book Vocabulary Games for the Classroom written by Lindsay Carleton and published by Solution Tree Press. This book was released on 2010-11-01 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: Make direct vocabulary instruction fun and successful with this simple, straightforward, and easy-to-use book. Hundreds of critical vocabulary terms handpicked by Dr. Marzano cover four content areas and all grade levels. Each game identifies the appropriate grade level and subject area, as well as whether or not the students should already be familiar with the vocabulary.

Choosing and Using Digital Games in the Classroom

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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.

World Class Learners

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Publisher : Corwin Press
ISBN 13 : 1452203989
Total Pages : 289 pages
Book Rating : 4.4/5 (522 download)

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Book Synopsis World Class Learners by : Yong Zhao

Download or read book World Class Learners written by Yong Zhao and published by Corwin Press. This book was released on 2012-06-26 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the new global economy, the jobs that exist now might not exist by the time today's students enter the workplace. To succeed in this ever-changing world, students need to be able to think like entrepreneurs: resourcefully, flexibly, creatively, and globally. Researcher and professor Yong Zhao unlocks the secrets to cultivating independent thinkers who are willing and able to think creatively and differently about creating jobs and contributing positively to the globalized society. World Class Learners presents concepts that teachers, administrators, and even parents can implement immediately, including how to Understand and harness the entrepreneurial spirit Foster student autonomy and leadership Encourage inventive learners with necessary resources Develop global partners and resources With the liberty to make meaningful decisions and explore nontraditional learning opportunities, today's students will develop into tomorrow's global entrepreneurs. Book jacket.

The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom

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Author :
Publisher : Springer Nature
ISBN 13 : 303063311X
Total Pages : 339 pages
Book Rating : 4.0/5 (36 download)

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Book Synopsis The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom by : Richard Colby

Download or read book The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom written by Richard Colby and published by Springer Nature. This book was released on 2021-01-27 with total page 339 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.

Computer Games in the EFL Classroom

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Publisher : Anchor Academic Publishing (aap_verlag)
ISBN 13 : 3954890682
Total Pages : 125 pages
Book Rating : 4.9/5 (548 download)

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Book Synopsis Computer Games in the EFL Classroom by : Marie Schneider

Download or read book Computer Games in the EFL Classroom written by Marie Schneider and published by Anchor Academic Publishing (aap_verlag). This book was released on 2013-05-23 with total page 125 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.

Digital Games and Language Learning

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Author :
Publisher : Bloomsbury Publishing
ISBN 13 : 1350133019
Total Pages : 288 pages
Book Rating : 4.3/5 (51 download)

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Book Synopsis Digital Games and Language Learning by : Mark Peterson

Download or read book Digital Games and Language Learning written by Mark Peterson and published by Bloomsbury Publishing. This book was released on 2021-03-25 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.