Bridging Literacies with Videogames

Bridging Literacies with Videogames
Author: Hannah R. Gerber
Publisher: Springer
Total Pages: 227
Release: 2014-09-23
Genre: Education
ISBN: 9462096686

Download Bridging Literacies with Videogames Book in PDF, Epub and Kindle

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.

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

Download What Video Games Have to Teach Us About Learning and Literacy. Second Edition Book in PDF, Epub and Kindle

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.

The Video Game Debate 2

The Video Game Debate 2
Author: Rachel Kowert
Publisher: Routledge
Total Pages: 160
Release: 2020-11-29
Genre: Philosophy
ISBN: 1000224287

Download The Video Game Debate 2 Book in PDF, Epub and Kindle

This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Digital Games

Digital Games
Author: Catherine Beavis
Publisher: Wakefield Press
Total Pages: 178
Release: 2012
Genre: Education
ISBN: 1743051271

Download Digital Games Book in PDF, Epub and Kindle

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.

Studying Gaming Literacies

Studying Gaming Literacies
Author:
Publisher: BRILL
Total Pages: 120
Release: 2020-04-06
Genre: Education
ISBN: 9004429840

Download Studying Gaming Literacies Book in PDF, Epub and Kindle

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.

Disciplinary Literacy Connections to Popular Culture in K-12 Settings

Disciplinary Literacy Connections to Popular Culture in K-12 Settings
Author: Haas, Leslie
Publisher: IGI Global
Total Pages: 423
Release: 2020-11-13
Genre: Education
ISBN: 1799847225

Download Disciplinary Literacy Connections to Popular Culture in K-12 Settings Book in PDF, Epub and Kindle

Literacy and popular culture are intrinsically linked as forms of communication, entertainment, and education. Students are motivated to engage with popular culture through a myriad of mediums for a variety of purposes. Utilizing popular culture to bridge literacy concepts across content areas in K-12 settings offers a level playing field across student groups and grade levels. As concepts around traditional literacy education evolve and become more culturally responsive, the connections between popular culture and disciplinary literacy must be explored. Disciplinary Literacy Connections to Popular Culture in K-12 Settings is an essential publication that explores a conceptual framework around pedagogical connections to popular culture. While highlighting a broad range of topics including academic creativity, interdisciplinary storytelling, and skill development, this book is ideally designed for educators, curriculum developers, instructional designers, administrative officials, policymakers, researchers, academicians, and students.

Videogames, Libraries, and the Feedback Loop

Videogames, Libraries, and the Feedback Loop
Author: Sandra Schamroth Abrams
Publisher: Emerald Group Publishing
Total Pages: 152
Release: 2021-04-22
Genre: Language Arts & Disciplines
ISBN: 1800715056

Download Videogames, Libraries, and the Feedback Loop Book in PDF, Epub and Kindle

Offering a fresh understanding of the learning potential of youth videogaming in public libraries, and delving into research-based accounts which showcase feedback mechanisms that nurture meaningful learning, Abrams and Gerber equip readers to re-envision library programming that specifically features youth videogame play.

Luminous Literacies

Luminous Literacies
Author: Mary Frances Rice
Publisher: Emerald Group Publishing
Total Pages: 361
Release: 2021-09-06
Genre: Education
ISBN: 1800434545

Download Luminous Literacies Book in PDF, Epub and Kindle

Luminous Literacies shares examples of teachers and educators using local knowledge to illustrate literacy engagement and curriculum-making through scholarly accounts of experiences in teacher preparation courses, classrooms, and other community spaces in New Mexico.

Serious Play

Serious Play
Author: Catherine Beavis
Publisher: Taylor & Francis
Total Pages: 251
Release: 2017-05-08
Genre: Education
ISBN: 1134979045

Download Serious Play Book in PDF, Epub and Kindle

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.

Good Video Games + Good Learning

Good Video Games + Good Learning
Author: James Paul Gee
Publisher: Peter Lang
Total Pages: 212
Release: 2007
Genre: Education
ISBN: 9780820497037

Download Good Video Games + Good Learning Book in PDF, Epub and Kindle

Textbook