Design, Make, Play

Design, Make, Play

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  • Author: Margaret Honey
  • Publisher: Routledge
  • ISBN: 0415539161
  • Category : Education
  • Languages : en
  • Pages : 258

Design, Make, Play: Growing the Next Generation of STEM Innovators is a resource for practitioners, policymakers, researchers and program developers that illuminates creative, cutting edge ways to inspire and motivate young people about science and technology learning. The book is aligned with the National Research Council's new Framework for Science Education, which includes an explicit focus on engineering and design content, as well as integration across disciplines. Extensive case studies explore real world examples of innovative programs that take place in a variety of settings, including schools, museums, community centers, and virtual spaces. Design, Make, and Play are presented as learning methodologies that have the power to rekindle children's intrinsic motivation and innate curiosity about STEM (science, technology, engineering, and mathematics) fields. A digital companion app showcases rich multimedia that brings the stories and successes of each program—and the students who learn there—to life.


Design, Make, Play

Design, Make, Play

PDF Design, Make, Play Download

  • Author: Margaret Honey
  • Publisher: Routledge
  • ISBN: 1136265686
  • Category : Education
  • Languages : en
  • Pages : 258

Design, Make, Play: Growing the Next Generation of STEM Innovators is a resource for practitioners, policymakers, researchers and program developers that illuminates creative, cutting edge ways to inspire and motivate young people about science and technology learning. The book is aligned with the National Research Council’s new Framework for Science Education, which includes an explicit focus on engineering and design content, as well as integration across disciplines. Extensive case studies explore real world examples of innovative programs that take place in a variety of settings, including schools, museums, community centers, and virtual spaces. Design, Make, and Play are presented as learning methodologies that have the power to rekindle children’s intrinsic motivation and innate curiosity about STEM (science, technology, engineering, and mathematics) fields. A digital companion app showcases rich multimedia that brings the stories and successes of each program—and the students who learn there—to life.


Games As A Service

Games As A Service

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  • Author: Oscar Clark
  • Publisher: CRC Press
  • ISBN: 1317908872
  • Category : Computers
  • Languages : en
  • Pages : 311

The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service. Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the ‘evil’ or ‘manipulative’ experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services. Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation®Home. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.


Rules of Play

Rules of Play

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  • Author: Katie Salen Tekinbas
  • Publisher: MIT Press
  • ISBN: 9780262240451
  • Category : Computers
  • Languages : en
  • Pages : 680

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.


Designing for Play

Designing for Play

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  • Author: Barbara E. Hendricks
  • Publisher: Ashgate Publishing, Ltd.
  • ISBN: 9781409409366
  • Category : Social Science
  • Languages : en
  • Pages : 268

10 years ago Barbara Hendricks brought together thinking from child development and child psychology perspectives on play with practical issues confronted by designers and policy makers. The result was a beautifully-crafted, well-illustrated guide challenging established notions of play provision. This second edition brings the text up to date from 2001 to 2010 with added discussion about new ideas for play area designs and what has not worked in the past decade.


Design Make Play for Equity, Inclusion, and Agency

Design Make Play for Equity, Inclusion, and Agency

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  • Author: Harouna Ba
  • Publisher: Routledge
  • ISBN: 1351333151
  • Category : Education
  • Languages : en
  • Pages : 253

Focuses on the hot-button issue of STEM education and how to effectively—and equitably—stimulate student interest in STEM fields Supported by the lead author’s extensive speaking schedule and media contacts Features leading-edge research and practical advice and provides appealing and accessible forms of engagement that will support a diverse range of audiences and deepen their approach to creative STEM learning Contributions from program developers, facilitators, educators, exhibit designers, and researchers


Design Make Play for Equity, Inclusion, and Agency

Design Make Play for Equity, Inclusion, and Agency

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  • Author: Harouna Ba
  • Publisher: Routledge
  • ISBN: 1351333143
  • Category : Education
  • Languages : en
  • Pages : 230

This pioneering book offers a resource for educators, policymakers, researchers, exhibit designers, and program developers that illuminates creative, cutting-edge ways to inspire, engage, and motivate young people about STEM learning in both informal and formal education settings. A follow-up to the popular book Design, Make, Play (2013), this volume combines new research, innovative case studies, and practical advice from the New York Hall of Science (NYSCI) to define and illustrate a vision for creative and immersive learning, focusing on STEM learning experiences that are truly equitable and inclusive, and that foster learners’ agency. Featuring contributions from program developers, facilitators, educators, exhibit designers, and researchers, the book provides real-world examples from informal and formal settings that fill the need for high-quality STEM learning opportunities that are accessible to all learners, including groups underrepresented in STEM education and careers. Chapters of the book describe strategies such as using narratives to make engineering learning more inclusive, engaging English language learners in digital design, focusing on whole-family learning, and introducing underserved students to computational thinking through an immersive computer game. This book offers both a challenge and a guide to all STEM educators in museums, science centers, and other informal and formal education settings who are seeking out ambitious and more equitable forms of engagement. With leading-edge research and practical advice, the book provides appealing and accessible forms of engagement that will support a diverse range of audiences and deepen their approach to creative STEM learning.


Games, Design and Play

Games, Design and Play

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  • Author: Colleen Macklin
  • Publisher: Addison-Wesley Professional
  • ISBN: 0134392221
  • Category : Computers
  • Languages : en
  • Pages : 372

The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You’ll walk through conceiving and creating a game’s inner workings, including its core actions, themes, and especially its play experience. Step by step, you’ll assemble every component of your “videogame,” creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering “tools” such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a game’s design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualizing designs Using prototypes to realize and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them!


Making Play Just Right: Unleashing the Power of Play in Occupational Therapy

Making Play Just Right: Unleashing the Power of Play in Occupational Therapy

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  • Author: Heather Kuhaneck
  • Publisher: Jones & Bartlett Learning
  • ISBN: 1284262901
  • Category : Medical
  • Languages : en
  • Pages : 505

At the heart of Making Play Just Right: Unleashing the Power of Play in Occupational Therapy is the belief that the most effective way to ensure pediatric occupational therapy is through incorporating play. The Second Edition is a unique resource on pediatric activity and therapy analysis for occupational therapists and students. This text provides the background, history, evidence, and general knowledge needed to use a playful approach to pediatric occupational therapy, as well as the specific examples and recommendations needed to help therapists adopt these strategies.


Designing for Kids

Designing for Kids

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  • Author: Krystina Castella
  • Publisher: Routledge
  • ISBN: 1351968866
  • Category : Design
  • Languages : en
  • Pages : 466

Designers, especially design students, rarely have access to children or their worlds when creating products, images, experiences and environments for them. Therefore, fine distinctions between age transitions and the day-to-day experiences of children are often overlooked. Designing for Kids brings together all a designer needs to know about developmental stages, play patterns, age transitions, playtesting, safety standards, materials and the daily lives of kids, providing a primer on the differences in designing for kids versus designing for adults. Research and interviews with designers, social scientists and industry experts are included, highlighting theories and terms used in the fields of design, developmental psychology, sociology, cultural anthropology and education. This textbook includes more than 150 color images, helpful discussion questions and clearly formatted chapters, making it relevant to a wide range of readers. It is a useful tool for students in industrial design, interaction design, environmental design and graphic design with children as the main audience for their creations.