Using Video Games in the Secondary English Classroom for the Teaching of Writing and Rhetorical Skills

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Publisher :
ISBN 13 :
Total Pages : 97 pages
Book Rating : 4.:/5 (126 download)

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Book Synopsis Using Video Games in the Secondary English Classroom for the Teaching of Writing and Rhetorical Skills by : Connor Woodard

Download or read book Using Video Games in the Secondary English Classroom for the Teaching of Writing and Rhetorical Skills written by Connor Woodard and published by . This book was released on 2021 with total page 97 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Rhetoric/Composition/Play through Video Games

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Publisher : Springer
ISBN 13 : 1137307676
Total Pages : 246 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 246 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.

Teaching with Video Games

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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.

Play/Write

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Publisher : Parlor Press LLC
ISBN 13 : 160235734X
Total Pages : 358 pages
Book Rating : 4.6/5 (23 download)

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Book Synopsis Play/Write by : Douglas Eyman

Download or read book Play/Write written by Douglas Eyman and published by Parlor Press LLC. This book was released on 2016-04-06 with total page 358 pages. Available in PDF, EPUB and Kindle. Book excerpt: lay/Write: Digital Rhetoric, Writing, Games is an edited collection of essays that examines the relationship between games and writing – examining how writing functions both within games and the networks of activity that surround games and gameplay. The collection is organized based on the primary location and function of the game-writing relationship, examining writing about games (games as objects of critique and sites of rhetorical action), ancillary and instructional writing that takes place around games, the writing that takes place within the game, using games as persuasive forms of communication (writing through games), and writing that goes into the production of games. While not every chapter focuses exclusively on pedagogy, the collection includes many selections that consider the possibilities of using computer games in writing instruction. However, it also provides a bridge between academic views of games as contexts for writing and industry approaches to the writing process in game design, as well as an examination of a variety of game-related genres that could be used in composition courses.

Bridging Literacies with Videogames

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Publisher : Springer
ISBN 13 : 9462096686
Total Pages : 227 pages
Book Rating : 4.4/5 (62 download)

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Book Synopsis Bridging Literacies with Videogames by : Hannah R. Gerber

Download or read book Bridging Literacies with Videogames written by Hannah R. Gerber and published by Springer. This book was released on 2014-09-23 with total page 227 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.

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

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Publisher : Palgrave Macmillan
ISBN 13 : 9783030633134
Total Pages : 338 pages
Book Rating : 4.6/5 (331 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 Palgrave Macmillan. This book was released on 2022-02-11 with total page 338 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.

The ELL Writer

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Publisher : Teachers College Press
ISBN 13 : 0807771783
Total Pages : 217 pages
Book Rating : 4.8/5 (77 download)

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Book Synopsis The ELL Writer by : Christina Ortmeier-Hooper

Download or read book The ELL Writer written by Christina Ortmeier-Hooper and published by Teachers College Press. This book was released on 2015-04-24 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: “By respecting the intelligence of multilingual writers, this book helps teachers capitalize on the resources those students bring into the classroom. District secondary curriculum coordinators should make sure every teacher in every discipline has this book, and every university course about secondary teaching should require it.” —Randy Bomer, University of Texas at Austin This resource for secondary school ELA and ELL teachers brings together compelling insights into student experiences, current research, and strategies for building an inclusive writing curriculum.The ELL Writerexpands the current conversation on the literacy needs of adolescent English learners by focusing on their writing approaches, their texts, and their needs as student writers. Vivid portraits look at tangible moments within these students’ lives that depict not only the difficulties but also the possibilities that they bring with them into the classroom. The case studies are complemented by findings from current research studies by second-language writing specialists that will inform today’s classroom teachers. Book Features: Activities, writing prompts, and teaching tips to support ELL learning in mainstream classes. Personal stories and voices of ELL writers, along with examples of student writing. A focus on teacher responses, revision strategies, and assignment design. Clear connections between current research, student experiences, and the classroom. Christina Ortmeier-Hooperis an assistant professor of English at the University of New Hampshire.

Gaming the Past

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Publisher : Taylor & Francis
ISBN 13 : 100077953X
Total Pages : 196 pages
Book Rating : 4.0/5 (7 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 Taylor & Francis. This book was released on 2022-11-11 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming the Past is a complete handbook to help pre-service teachers, current teachers, and teacher educators use historical video games in their classes to develop critical thinking skills. It focuses on practical information and specific examples for integrating critical thinking activities and assessments using video games into classes. Chapters cover the core parts of planning, designing, and implementing lessons and units based on historical video games. Topics include: Talking to administrators, parents, and students about the educational value of teaching with historical video games. Selecting games that are aligned to curricular goals by considering the genres of historical games. Planning and implementing game-based history lessons ranging from whole class exercises, to individual gameplay, to analysis in groups. Employing instructional strategies to help students learn to play and engage in higher level analysis Identifying and avoiding common pitfalls when incorporating games into the history class. Developing activities and assessments that facilitate interpreting and creating established and new media. Gaming the Past also includes sample unit and lesson plans, worksheets and assessment questions, and a list of historical games currently available, both commercial and freely available Internet games.

Resources in Education

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Publisher :
ISBN 13 :
Total Pages : 364 pages
Book Rating : 4.:/5 (3 download)

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Book Synopsis Resources in Education by :

Download or read book Resources in Education written by and published by . This book was released on 1995 with total page 364 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Bridging the Gap

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Publisher :
ISBN 13 :
Total Pages : 243 pages
Book Rating : 4.:/5 (124 download)

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Book Synopsis Bridging the Gap by : Sean B. Whelan

Download or read book Bridging the Gap written by Sean B. Whelan and published by . This book was released on 2020 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are worthy of and have been the subject of extensive scholarly exploration and pedagogical application in English studies. However, insufficient research has explored connecting the usage of video games in the composition classroom with writing transfer. In this dissertation I explore the position of video game scholarship as a vibrant and fully emerged field, and Johnson), using the scholarship of Gee and Murray to espouse the potential of video games and multimodality in the classroom, and I highlight the reflective and critical benefits that video games offer as procedural rhetoric. Building on this understanding, I apply my video game pedagogy to an enhanced Teaching for Transfer (TFT) curriculum focusing on the importance of backward-reaching multimodal transfer while using adaptive transfer to use video games to help students facilitate successful high-road transfer. I argue that an important factor in writing transfer theory is the utilization of modern multimodal, interactive, and real tools, such as video games and community writing projects to help bridge the gaps and recontextualize the relationships between student self-sponsored writing, career writing, and academic composition. Video games have the potential to create opportunities for successful transfer in the learner in unique ways through a combination of procedural rhetoric, adaptive transfer, and student engagement.

Computer Games in the EFL Classroom

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Publisher : Anchor Academic Publishing (aap_verlag)
ISBN 13 : 3954895684
Total Pages : 122 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 2014-02-01 with total page 122 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.

The Multiplayer Classroom

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Publisher : CRC Press
ISBN 13 : 1000381072
Total Pages : 457 pages
Book Rating : 4.0/5 (3 download)

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Book Synopsis The Multiplayer Classroom by : Lee Sheldon

Download or read book The Multiplayer Classroom written by Lee Sheldon and published by CRC Press. This book was released on 2021-03-04 with total page 457 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Multiplayer Classroom: Game Plans is a companion to The Multiplayer Classroom: Designing Coursework as a Game, now in its second edition from CRC Press. This book covers four multiplayer classroom projects played in the real world in real time to teach and entertain. They were funded by grants or institutions, collaborations between Lee Sheldon, as writer/designer, and subject matter experts in various fields. They are written to be accessible to anyone--designer, educator, or layperson--interested in game-based learning. The subjects are increasingly relevant in this day and age: physical fitness, Mandarin, cybersecurity, and especially an online class exploring culture and identity on the internet that is unlike any online class you have ever seen. Read the annotated, often-suspenseful stories of how each game, with its unique challenges, thrills, and spills, was built. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than forty commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute. He is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam. For the past two years he consulted on an "escape room in a box," funded by NASA, that gives visitors to hundreds of science museums and planetariums the opportunity to play colonizers on the moon. He is currently writing his second mystery novel.

Computer Games and Technical Communication

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Publisher : Routledge
ISBN 13 : 1317162617
Total Pages : 335 pages
Book Rating : 4.3/5 (171 download)

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Book Synopsis Computer Games and Technical Communication by : Jennifer deWinter

Download or read book Computer Games and Technical Communication written by Jennifer deWinter and published by Routledge. This book was released on 2016-05-23 with total page 335 pages. Available in PDF, EPUB and Kindle. Book excerpt: Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.

Digital Games

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Publisher : Wakefield Press
ISBN 13 : 1743051271
Total Pages : 178 pages
Book Rating : 4.7/5 (43 download)

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Book Synopsis Digital Games by : Catherine Beavis

Download or read book Digital Games written by Catherine Beavis and published by Wakefield Press. This book was released on 2012 with total page 178 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational possibilities involved in young people's games. From their creation in the classroom to analysing games and the world of games as text, academics and teachers are now taking seriously the serious play of young people.

Using Video Games in the Classroom. Challenges and Solutions: All You Need to Know to Start Using Video Games in Your Classroom

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Publisher :
ISBN 13 : 9788409268405
Total Pages : 186 pages
Book Rating : 4.2/5 (684 download)

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Book Synopsis Using Video Games in the Classroom. Challenges and Solutions: All You Need to Know to Start Using Video Games in Your Classroom by : Victoria Spaschenko

Download or read book Using Video Games in the Classroom. Challenges and Solutions: All You Need to Know to Start Using Video Games in Your Classroom written by Victoria Spaschenko and published by . This book was released on 2021-01-31 with total page 186 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are increasingly considered to be an extremely powerful education instrument that can be used to prod students to think creatively, solve complex problems, rethink, alter and experiment with strategies, and work together to complete creative learning projects.When used correctly, video games can add a lot to the classroom, simultaneously teaching students concepts and skills in new, meaningful ways and allowing them to have fun in the process. Angry Birds, Minecraft, Civilization, SimCity, World of Warcraft, and many many other games teachers and educators use to teach a wide range of subjects from math and science to teamwork and compassion. If they can, will you?This is your time to level up!Yet, as with any new instructional tool, teachers often report barriers and challenges to the integration of video games into the classroom. Some say they need more technical and financial resources, more support from parents and administrations, or more knowledge about teaching, learning and assessing with video games. Others are afraid of toxic gaming culture, worry about cyber security, or are uncertain about exactly how to teach in a DGBL classroom. Some of these reported problems are physical barriers, some are cultural, and some are perceptual. What they all have in common, however, is that they paralyse us, reducing our motivation and keeping us from advancing to a video-game classroom. Now, what if we were to shift the focus of our attention from what is missing to what is already in place?Then we would probably stop talking about problems and start discussing solutions! There are things that have been working, resources that can be mobilised, and people who will support us to achieve our goals.This self-help book discusses the most challenges (not barriers!) that fellow teachers have faced when trying to integrate video games into their classrooms.This book also invites you to explore opportunities and generate solutions using the vocabulary of the Solution-Focused Approach (SFA). SFA language is very different from that of the classic problem-focused approach! SFA questions are designed to let you have a better and more productive dialogue with yourself and others so that you concentrate on the desired results. This is exactly what teachers who integrate educational technologies into the classroom need. To transform problem-dominated talk about education technology into a fascinating "research" process for developing solutions that help realise our preferred changes.Just imagine: you will bring together all the competing elements needed to start teaching with video games, transforming yourself into a cool teacher for your students and a reputed innovator and edtech influencer for your colleagues. Or you may simply take up a new, modern hobby.Integrating any new technology into the classroom is undoubtedly a multi-faceted challenge. But rest assured, this new technology can work for you. You can convert your classroom into a place of exploration where you push the boundaries of digital-games-based learning and teaching. All you need is this self-help book.Using video games in the classroom. Challenges and Solutions is your tested starting point for successful digital-game-based learning and teaching.What are you waiting for? Add it to your cart now.

Serious Play

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Publisher : Routledge
ISBN 13 : 1134979118
Total Pages : 359 pages
Book Rating : 4.1/5 (349 download)

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Book Synopsis Serious Play by : Catherine Beavis

Download or read book Serious Play written by Catherine Beavis and published by Routledge. This book was released on 2017-05-08 with total page 359 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.

Gaming the Past

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Publisher :
ISBN 13 : 9780415887595
Total Pages : 0 pages
Book Rating : 4.8/5 (875 download)

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Book Synopsis Gaming the Past by : Jeremiah B. McCall

Download or read book Gaming the Past written by Jeremiah B. McCall and published by . This book was released on 2011 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.