Student-Designed Games

Student-Designed Games

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  • Author: Peter A. Hastie
  • Publisher: Human Kinetics
  • ISBN: 1450409148
  • Category : Educational games
  • Languages : en
  • Pages : 194


Gaming the Past

Gaming the Past

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  • Author: Jeremiah McCall
  • Publisher: Routledge
  • ISBN: 1136832092
  • Category : Education
  • Languages : en
  • Pages : 198

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.


Student Usability in Educational Software and Games: Improving Experiences

Student Usability in Educational Software and Games: Improving Experiences

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  • Author: Gonzalez, Carina
  • Publisher: IGI Global
  • ISBN: 1466619880
  • Category : Computers
  • Languages : en
  • Pages : 440

"This book explores new models of interaction and human-computer interaction paradigms as applied to learning environments"--Provided by publisher.


Triadic Game Design

Triadic Game Design

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  • Author: Casper Harteveld
  • Publisher: Springer Science & Business Media
  • ISBN: 1849961573
  • Category : Computers
  • Languages : en
  • Pages : 328

Many designers, policy makers, teachers, and other practitioners are beginning to understand the usefulness of using digital games beyond entertainment. Games have been developed for teaching, recruiting and to collect data to improve search engines. This book examines the fundamentals of designing any game with a serious purpose and provides a way of thinking on how to design one successfully. The reader will be introduced to a design philosophy called “Triadic Game Design.”; a theory that all games involve three worlds: the worlds of Reality, Meaning, and Play. Each world is affiliated with aspects. A balance needs to be found within and between the three worlds. Such a balance is difficult to achieve, during the design many tensions will arise, forcing designers to make trade-offs. To deal with these tensions and to ensure that the right decisions are made to create a harmonic game, a frame of reference is needed. This is what Triadic Game Design offers.


Connected Gaming

Connected Gaming

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  • Author: Yasmin B. Kafai
  • Publisher: MIT Press
  • ISBN: 0262551551
  • Category : Education
  • Languages : en
  • Pages : 221

How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.


Ditch That Textbook

Ditch That Textbook

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  • Author: Matt Miller
  • Publisher:
  • ISBN: 9781946444257
  • Category : Education
  • Languages : en
  • Pages : 240

Textbooks are symbols of centuries-old education. They're often outdated as soon as they hit students' desks. Acting "by the textbook" implies compliance and a lack of creativity. It's time to ditch those textbooks--and those textbook assumptions about learning In Ditch That Textbook, teacher and blogger Matt Miller encourages educators to throw out meaningless, pedestrian teaching and learning practices. He empowers them to evolve and improve on old, standard, teaching methods. Ditch That Textbook is a support system, toolbox, and manifesto to help educators free their teaching and revolutionize their classrooms.


Critical Play

Critical Play

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  • Author: Mary Flanagan
  • Publisher: MIT Press
  • ISBN: 0262518651
  • Category : Computers
  • Languages : en
  • Pages : 363

An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.


Serious Educational Games

Serious Educational Games

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  • Author:
  • Publisher: BRILL
  • ISBN: 9087903812
  • Category : Education
  • Languages : en
  • Pages : 95

Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes.


Video Game Design Foundations

Video Game Design Foundations

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  • Author: D. Michael Ploor
  • Publisher: Goodheart-Wilcox Publisher
  • ISBN: 9781619602786
  • Category : COMPUTERS
  • Languages : en
  • Pages : 0

"Video Game Design Foundations provides students with a complete understanding of all aspects of video game design. This "turnkey" curriculum guides students from beginning each game build project through completion, integration, and marketing. Simulated design teams learn all aspects of team building required to launch a new video game system"--


Digital Games for Minority Student Engagement: Emerging Research and Opportunities

Digital Games for Minority Student Engagement: Emerging Research and Opportunities

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  • Author: Misra, Rupanada
  • Publisher: IGI Global
  • ISBN: 1522533990
  • Category : Education
  • Languages : en
  • Pages : 120

Due to various challenges within the public-school system, such as underfunding, lack of resources, and difficulty retaining and recruiting teachers of color, minority students have been found to be underperforming compared to their majority counterparts. Minority students deserve quality public education, which can only happen if the gap in equity and access is closed. In order to close this achievement gap between the majority and minority groups, it is critical to increase the learning gains of the minority students. Digital Games for Minority Student Engagement: Emerging Research and Opportunities is an essential reference source that argues that digital games can potentially help to solve the problems of minority students’ insufficient academic preparation, and that a game-based learning environment can help to engage these students with the content and facilitate academic achievement. Featuring research on topics such as education policy, interactive learning, and student engagement, this book is ideally designed for educators, principals, policymakers, academicians, administrators, researchers, and students.