Using Computers Games across the Curriculum

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Publisher : Bloomsbury Publishing
ISBN 13 : 1441136193
Total Pages : 114 pages
Book Rating : 4.4/5 (411 download)

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Book Synopsis Using Computers Games across the Curriculum by : Karen Anderson

Download or read book Using Computers Games across the Curriculum written by Karen Anderson and published by Bloomsbury Publishing. This book was released on 2013-05-30 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: Everyone learns best when they are enjoying an activity - even adults prefer to learn through play! This book gives a wide range of ideas and practical activities to use computer games as learning tools with students aged 11+. You don't need to be a computer whiz to use this book. From the practical aspects of purchasing and setting up equipment to integrating them into a lesson plan - and even using them without playing them - this book will add a new aspect to your subject to make it even more engaging and fascinating to your students. There are sections on: - Integrating games into lessons - Activities for using freely and commonly-available computer games and consoles - Making your own games, and helping students to design computer games themselves - Using games to differentiate for students of varying abilities and learning styles By adding a new dimension to learning and teaching, computer games can be an enjoyable and fun addition to lessons and, as a result, produce lifelong learners.

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

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

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

Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

How Computer Games Help Children Learn

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Publisher : Springer
ISBN 13 : 0230601995
Total Pages : 249 pages
Book Rating : 4.2/5 (36 download)

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Book Synopsis How Computer Games Help Children Learn by : D. Shaffer

Download or read book How Computer Games Help Children Learn written by D. Shaffer and published by Springer. This book was released on 2007-02-25 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.

The Use of Computer and Video Games for Learning

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Publisher : Bright Sparks
ISBN 13 : 9781853389047
Total Pages : 84 pages
Book Rating : 4.3/5 (89 download)

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Book Synopsis The Use of Computer and Video Games for Learning by : Alice Mitchell

Download or read book The Use of Computer and Video Games for Learning written by Alice Mitchell and published by Bright Sparks. This book was released on 2004 with total page 84 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Video Games and Learning

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Publisher : Teachers College Press
ISBN 13 : 9780807751992
Total Pages : 0 pages
Book Rating : 4.7/5 (519 download)

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Book Synopsis Video Games and Learning by : Kurt Squire

Download or read book Video Games and Learning written by Kurt Squire and published by Teachers College Press. This book was released on 2011-07-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.

Computer Games for Learning

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Publisher : MIT Press
ISBN 13 : 0262027577
Total Pages : 303 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Computer Games for Learning by : Richard E. Mayer

Download or read book Computer Games for Learning written by Richard E. Mayer and published by MIT Press. This book was released on 2014-07-11 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

Digital Game-Based Learning

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Publisher : Paragon House
ISBN 13 : 9781557788634
Total Pages : 464 pages
Book Rating : 4.7/5 (886 download)

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Book Synopsis Digital Game-Based Learning by : Marc Prensky

Download or read book Digital Game-Based Learning written by Marc Prensky and published by Paragon House. This book was released on 2007-03-01 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.

Gaming SEL

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Publisher : Peter Lang Us
ISBN 13 : 9781433185953
Total Pages : 204 pages
Book Rating : 4.1/5 (859 download)

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Book Synopsis Gaming SEL by : Matthew Farber

Download or read book Gaming SEL written by Matthew Farber and published by Peter Lang Us. This book was released on 2021 with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: In an engaging and readable tone, Farber explores key research about games and SEL. Teachers, game designers, and experts from CASEL, the Fred Rogers Center, Greater Good in Education, iThrive Games, Minecraft Education, UNESCO MGIEP, Harvard's EASEL Lab, and more share advice.

Rhetoric/Composition/Play through Video Games

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Publisher : Springer
ISBN 13 : 1137307676
Total Pages : 407 pages
Book Rating : 4.1/5 (373 download)

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Book Synopsis Rhetoric/Composition/Play through Video Games by : R. Colby

Download or read book Rhetoric/Composition/Play through Video Games written by R. Colby and published by Springer. This book was released on 2013-03-20 with total page 407 pages. Available in PDF, EPUB and Kindle. Book excerpt: An edited collection whose contributors analyze the relationship between writing, learning, and video games/videogaming, these essays consist of academic essays from writing and rhetoric teacher-scholars, who theorize, and contextualize how computer/video games enrich writing practices within and beyond the classroom and the teaching of writing.

ECMLG 2011 Proceedings of the 7th European Conference on Management Leadership and Governance

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Publisher : Academic Conferences Limited
ISBN 13 : 1908272171
Total Pages : 826 pages
Book Rating : 4.9/5 (82 download)

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Book Synopsis ECMLG 2011 Proceedings of the 7th European Conference on Management Leadership and Governance by : Charles Despres

Download or read book ECMLG 2011 Proceedings of the 7th European Conference on Management Leadership and Governance written by Charles Despres and published by Academic Conferences Limited. This book was released on 2011-06-10 with total page 826 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Power Play

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Publisher : Macmillan + ORM
ISBN 13 : 1250089344
Total Pages : 237 pages
Book Rating : 4.2/5 (5 download)

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Book Synopsis Power Play by : Asi Burak

Download or read book Power Play written by Asi Burak and published by Macmillan + ORM. This book was released on 2017-01-31 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: “An insider’s view of the good things that can emerge from being glued to a screen. . . . A solid piece of pop-culture/business journalism.” —Kirkus Reviews The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception—from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement’s most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer Prize–winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.

The Game Believes in You

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Publisher : St. Martin's Press
ISBN 13 : 1466879459
Total Pages : 258 pages
Book Rating : 4.4/5 (668 download)

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Book Synopsis The Game Believes in You by : Greg Toppo

Download or read book The Game Believes in You written by Greg Toppo and published by St. Martin's Press. This book was released on 2015-04-21 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book: *A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond. *A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities. *A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft. Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again—right away—and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.

Beyond Edutainment: Exploring the Educational Potential of Computer Games

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Author :
Publisher : Lulu.com
ISBN 13 : 1446768651
Total Pages : 210 pages
Book Rating : 4.4/5 (467 download)

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Book Synopsis Beyond Edutainment: Exploring the Educational Potential of Computer Games by : Simon Egenfeldt-Nielsen

Download or read book Beyond Edutainment: Exploring the Educational Potential of Computer Games written by Simon Egenfeldt-Nielsen and published by Lulu.com. This book was released on 2011-01-25 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. These years the area has gained new momentum and labels - game-based learning, serious games and educational games are just some of them. This dissertation aims to be a contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. The framework laid out extends from an experiential learning approach, where concrete experiences are the starting point that can be transformed through reflection, instruction and active experimentation. It is concluded that computer games provide rich concrete experience that can be manipulated in the game universe providing more handles for the student compared to other media formats.

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.

Learning Science Through Computer Games and Simulations

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Publisher : National Academies Press
ISBN 13 : 0309185238
Total Pages : 174 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis Learning Science Through Computer Games and Simulations by : National Research Council

Download or read book Learning Science Through Computer Games and Simulations written by National Research Council and published by National Academies Press. This book was released on 2011-05-12 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.

STEM Education

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Publisher : IGI Global
ISBN 13 : 1466673648
Total Pages : 1629 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis STEM Education by : Information Resources Management Association

Download or read book STEM Education written by Information Resources Management Association and published by IGI Global. This book was released on 2014-12-31 with total page 1629 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This reference brings together an impressive array of research on the development of Science, Technology, Engineering, and Mathematics curricula at all educational levels"--Provided by publisher.

Good Video Games + Good Learning

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Author :
Publisher : New Literacies and Digital Epistemologies
ISBN 13 : 9781433123931
Total Pages : 0 pages
Book Rating : 4.1/5 (239 download)

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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.