Why Video Games are Good for Your Soul

Why Video Games are Good for Your Soul
Author: James Paul Gee
Publisher: Common Ground
Total Pages: 132
Release: 2005
Genre: Computers
ISBN: 186335574X

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Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people.

Screenwise

Screenwise
Author: Devorah Heitner
Publisher: Routledge
Total Pages: 256
Release: 2016-10-04
Genre: Education
ISBN: 1351817833

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Screenwise offers a realistic and optimistic perspective on how to thoughtfully guide kids in the digital age. Many parents feel that their kids are addicted, detached, or distracted because of their digital devices. Media expert Devorah Heitner, however, believes that technology offers huge potential to our children-if parents help them. Using the foundation of their own values and experiences, parents and educators can learn about the digital world to help set kids up for a lifetime of success in a world fueled by technology. Screenwise is a guide to understanding more about what it is like for children to grow up with technology, and to recognizing the special challenges-and advantages-that contemporary kids and teens experience thanks to this level of connection. In it, Heitner presents practical parenting "hacks": quick ideas that you can implement today that will help you understand and relate to your digital native. The book will empower parents to recognize that the wisdom that they have gained throughout their lives is a relevant and urgently needed supplement to their kid's digital savvy, and help them develop skills for managing the new challenges of parenting. Based on real-life stories from other parents and Heitner's wealth of knowledge on the subject, Screenwise teaches parents what they need to know in order to raise responsible digital citizens.

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

What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author: James Paul Gee
Publisher: Macmillan
Total Pages: 233
Release: 2014-12-02
Genre: Education
ISBN: 1466886420

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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.

These 6 Things

These 6 Things
Author: Dave Stuart Jr.
Publisher: Corwin Press
Total Pages: 273
Release: 2018-06-28
Genre: Education
ISBN: 1506391044

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Dave Stuart Jr.’s work is centered on a simple belief: all students and teachers can flourish. These 6 Things is all about streamlining your practice so that you’re teaching smarter, not harder, and kids are learning, doing, and flourishing in ELA and content-area classrooms. In this essential resource, teachers will receive: Proven, classroom-tested advice delivered in an approachable, teacher-to-teacher style that builds confidence Practical strategies for streamlining instruction in order to focus on key beliefs and literacy-building activities Solutions and suggestions for the most common teacher and student “hang-ups” Numerous recommendations for deeper reading on key topics

The Things We Love

The Things We Love
Author: Aaron Ahuvia
Publisher: Little, Brown Spark
Total Pages: 244
Release: 2022-07-19
Genre: Business & Economics
ISBN: 0316498203

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An "exciting and engaging" investigation (Jonah Berger) of the secret, tangled emotional relationships people have with things—drawing on cutting-edge findings from the fields of psychology, neuroscience, and marketing. Books, baseball cards, ceramic figurines, art, iPhones, clothing, cars, music, dolls, furniture, and even nature itself. If you're like most people, at some point in your life you've found yourself indulging in a love affair with some thing that brings you immense joy, comfort, or fulfillment. Why is it that we so often feel intense passion for objects? What does this tendency tell us about ourselves and our society? In The Things We Love, Dr. Aaron Ahuvia presents astonishing discoveries that prove we are far less “rational” than we think when it comes to our possessions and hobbies. In fact, we have passionate relationships with the things we love, and these relationships are driven by influences deep within our culture and our biology. Some of our passions are sudden, obsessive, and fleeting; others are devoted and lifelong affairs. Some turn dark: we become hoarders, or would prefer to destroy certain objects rather than let anyone else own them. And as technology improves, becoming increasingly addictive, one wonders: might our lives become so dominated by our emotional ties to things that we lose interest in other people? Packed with fascinating case studies, scientific analysis, and takeaways for living in a modern and ever-so-material world, The Things We Love offers a truly original and insightful look into our love for inanimate objects — and how better understanding these relationships can enrich and improve our lives.

The Academy - Cheat Sheets Remastered

The Academy - Cheat Sheets Remastered
Author: C. L. Stone
Publisher: Arcato Publishing
Total Pages: 279
Release: 2021-04-20
Genre: Young Adult Fiction
ISBN:

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After almost ten years and over twenty books, insatiable fans of The Academy series have sent in hundreds of questions. From asking about scents, to pleas for what happens next. Overwhelmed with questions, author C. L. Stone tried to keep up by offering up ‘Cheat Sheets’ for fans. Now, for the first time, they've been organized, bundled, and updated! Everything you wanted to know about the Academy and more: Why write about so many guys? What were the guys thinking when…? Who is Volto? Where are all these locations in the series? What will happen in the future? And more about the author. Nearly 400 pages of details and insider information that readers have begged for, now in one collection. The Academy, Answered

Level Up: Secrets of the Games We Love

Level Up: Secrets of the Games We Love
Author: Kaitlyn Duling
Publisher: Carson-Dellosa Publishing
Total Pages: 32
Release: 2021-08-11
Genre: Juvenile Nonfiction
ISBN: 173165037X

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Book Features: • Ages 8-14, Grades 3-8 • 32 pages, 7 inches x 9 inches • Simple, easy-to-read pages with full-color pictures • Includes pre- and post-reading activities • Reading/teaching tips and glossary included Gaming and eSports: In Level Up: Secrets of the Games We Love, 3rd—8th graders unlock interesting facts and little-known stories about some of the most popular video games, their favorite characters, and more! Level-Up Your Gaming Knowledge: Young readers learn fun facts, stories, and the history behind their favorite video games, characters, and the designers behind them! Get an inside look at the “Easter eggs” hidden within each game! Build Reading Skills: This engaging 32-page children’s book will help your child improve comprehension and build confidence with guided pre- and post-reading questions and fun activities. Leveled Books: Part of the Gaming and Esports series, the lower reading level text and full-color pictures make this children’s book an engaging read with fun and interesting facts about your child’s favorite video games and characters. Why Rourke Educational Media: Since 1980, Rourke Publishing Company has specialized in publishing engaging and diverse non-fiction and fiction books for children in a wide range of subjects that support reading success on a level that has no limits.

The Passion-Driven Classroom

The Passion-Driven Classroom
Author: Angela Maiers
Publisher: Routledge
Total Pages: 110
Release: 2017-09-07
Genre: Education
ISBN: 1315394723

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Turn your classroom into a thriving community of learners! In The Passion-Driven Classroom, bestselling authors Angela Maiers and Amy Sandvold show you how to spark and sustain your students’ energy, excitement, and love of learning. This updated edition offers a new framework for changing your mindset and implementing a passion-driven classroom, where passion meets practice every day as students learn new skills and explore their talents. You’ll come away with specific examples of how to set up your classroom, how to manage it, and how to assign passion projects where students take the lead. With this book, you’ll be able to move away from prescription-driven learning toward Passion-Driven Learning, so you can make a real difference in the lives of your students.

Video Games You Will Never Play

Video Games You Will Never Play
Author: Luca Taborelli
Publisher:
Total Pages: 480
Release: 2016-08-30
Genre:
ISBN: 9781537389028

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How many video games have you played during your life? Do you think games are a form of art that should be preserved? What if we told you that there are thousands of interesting games you'll never play, all of which could be lost forever? It's true, there are many cancelled titles that are often lost to video game history. While video games may not be largely considered to be on par with paintings and statues, they are still art on their own, just like books, movies, and music, and like other works of art, video games have their own lost works. Games that were cancelled, never released, and often not even known by the general public. Unfortunately, there is no proper museum dedicated on saving them.Unseen64 is an online archive to preserve articles, screens and videos for cancelled, beta & unseen videogames. Every change and cut creates a different gaming experience: we would like to save some documents of this evolution for curiosity, historic and artistic preservation.Over the course of almost 500 pages, the 45+ writers and editors of this crowdsourced book hope to educate the gaming world on the history of video games as an ephemeral art form, by showcasing more than 200 lost games that could have been forgotten. Starting from early '90s PC titles, to 8-bit games for the NES and Sega Master System, and all the way through to the 7th generation of consoles with PS3, X360 and Wii, there are many unseen games that you will discover in this book. Also included are essays about the preservation of cancelled games, how to research for these unseen titles, and 20 interviews with museums and developers who worked on lost games. In this book there's plenty of examples of what gaming history is losing every day.Hopefully, by reading this book, more gamers, developers, youtubers, gaming journalists and historians can look back at what could have been and as a result raise awareness on the preservation of lost games: to see the hidden stories that played a part in leading gaming culture to where it is now.This is the full color version of the book, the content is identical to the black / white version, the only difference is the cover and the interior color.Before to read this book, please keep in mind that:- The lost games featured in this book are just a small sample of all the titles we will never play. It would be impossible to list them all in just one book.- We are a collective of gamers from all around the world.- This book is fully in English, but most articles were written by Italians and people from other non-English countries. Each article was proofread by English native speakers, but there could still be typos and random engrish. - This book was made with love and sleep deprivation.