The World of Games: Technologies for Experimenting, Thinking, Learning

The World of Games: Technologies for Experimenting, Thinking, Learning

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  • Author: Daria Bylieva
  • Publisher: Springer Nature
  • ISBN: 3031480163
  • Category : Computers
  • Languages : en
  • Pages : 420

This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.


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

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  • Author: James Paul Gee
  • Publisher: Macmillan
  • ISBN: 1466886420
  • Category : Education
  • Languages : en
  • Pages : 233

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.


Games, Learning, and Society

Games, Learning, and Society

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  • Author: Constance Steinkuehler
  • Publisher: Cambridge University Press
  • ISBN: 1139510215
  • Category : Psychology
  • Languages : en
  • Pages : 489

This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.


The Oxford Handbook of the Development of Play

The Oxford Handbook of the Development of Play

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  • Author: Anthony D. Pellegrini
  • Publisher:
  • ISBN: 0195393007
  • Category : Psychology
  • Languages : en
  • Pages : 393

The role of play in human development has long been the subject of controversy. Despite being championed by many of the foremost scholars of the twentieth century, play has been dogged by underrepresentation and marginalization in literature across the scientific disciplines. The Oxford Handbook of the Development of Play marks the first attempt to examine the development of children's play through a rigorous and multidisciplinary approach. Comprising chapters from the foremost scholars in psychology, anthropology, and evolutionary biology, this handbook resets the landscape of developmental science and makes a compelling case for the benefits of play. Edited by respected play researcher Anthony D. Pellegrini, The Oxford Handbook of the Development of Play is both a scientific accomplishment and a shot across the bow for parents, educators, and policymakers regarding the importance of children's play in both development and learning.


Accelerated Expertise

Accelerated Expertise

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  • Author: Robert R. Hoffman
  • Publisher: Psychology Press
  • ISBN: 1135083304
  • Category : Business & Economics
  • Languages : en
  • Pages : 385

Speed in acquiring the knowledge and skills to perform tasks is crucial. Yet, it still ordinarily takes many years to achieve high proficiency in countless jobs and professions, in government, business, industry, and throughout the private sector. There would be great advantages if regimens of training could be established that could accelerate the achievement of high levels of proficiency. This book discusses the construct of ‘accelerated learning.’ It includes a review of the research literature on learning acquisition and retention, focus on establishing what works, and why. This includes several demonstrations of accelerated learning, with specific ideas, plans and roadmaps for doing so. The impetus for the book was a tasking from the Defense Science and Technology Advisory Group, which is the top level Science and Technology policy-making panel in the Department of Defense. However, the book uses both military and non-military exemplar case studies. It is likely that methods for acceleration will leverage technologies and capabilities including virtual training, cross-training, training across strategic and tactical levels, and training for resilience and adaptivity. This volume provides a wealth of information and guidance for those interested in the concept or phenomenon of "accelerating learning"— in education, training, psychology, academia in general, government, military, or industry.


Utilizing ICT for Didactics of Social and Experimental Sciences

Utilizing ICT for Didactics of Social and Experimental Sciences

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  • Author: Delgado-Algarra, Emilio José
  • Publisher: IGI Global
  • ISBN:
  • Category : Computers
  • Languages : en
  • Pages : 326

Technological advances allow for improved immersion experiences using information and communication technologies (ITCs) and their respective didactic possibilities. On the other hand, with the expansion of internet, mobile applications, and video games, they have become common use in student educational environments. By integrating digital tools and resources into the curriculum, teachers can create interactive and immersive learning experiences that cater to diverse learning styles and foster critical thinking skills. Harnessing new technology may allow educators to enrich their classrooms while preparing students to navigate the digital world, bridging the gap between theoretical knowledge and practical application in social and experimental sciences. Utilizing ICT for Didactics of Social and Experimental Sciences explores the benefits of using information and communication technology in social and experimental sciences. It includes strategies and resources such as virtual reality, augmented reality, videogames, and virtual classrooms that can transform social sciences, teaching and learning, and society. This book covers topics such as digital technology, virtual reality, and gamification, and is a useful resource for computer engineers, scientists, sociologists, education professionals, academicians, and researchers.


Experimental Games

Experimental Games

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  • Author: Patrick Jagoda
  • Publisher: University of Chicago Press
  • ISBN: 022663003X
  • Category : Social Science
  • Languages : en
  • Pages : 403

In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment.


Education Studies

Education Studies

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  • Author: Stephen Ward
  • Publisher: Routledge
  • ISBN: 1134357664
  • Category : Education
  • Languages : en
  • Pages : 244

Written specifically for students on Education Studies degree courses, yet also relevant for students on teacher training courses, Education Studies: A Student's Guide introduces a wide range of topics and issues, from knowledge and learning, and policy and schooling to the ways in which education is a force for change across the globe. The book is split into three comprehensive sections which challenge our assumptions about education. It explores a wide range of perspectives on education in different countries and cultures, provides critiques of current policies and practice and analyzes learning and the nature of knowledge itself. Specific topics covered include: the global dimension in the curriculum cultural and religious plurality in education the effective teacher gender and educational achievement special educational needs and inclusion in mainstream schools ICT and learning for the future language, power and education. With chapter summaries, questions for discussion and reflection and suggestions for further reading, Education Studies: A Student's Guide will be a valuable resource for all students of Education Studies as well as BEd and PGCE students.


The World of Games: Technologies for Experimenting, Thinking, Learning

The World of Games: Technologies for Experimenting, Thinking, Learning

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  • Author: Daria Bylieva
  • Publisher: Springer Nature
  • ISBN: 3031480201
  • Category : Computers
  • Languages : en
  • Pages : 449

This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.


Technology Supported Active Learning

Technology Supported Active Learning

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  • Author: Carlos Vaz de Carvalho
  • Publisher: Springer Nature
  • ISBN: 9811620822
  • Category : Education
  • Languages : en
  • Pages : 188

This book promotes student-centered approaches to the learning process, allowing students to develop skills and competences that traditional, passive learning methods cannot foster. In turn, supporting active learning with digital technology tools creates new possibilities in terms of pedagogical design and implementation. This book addresses the latest research and practice in the use of technology to promote active learning. As such, on the one hand, it focuses on active pedagogical methodologies like problem-based learning, design thinking and agile approaches; on the other, it presents best practice cases on the use of digital environments to support these methodologies. Readers will come to understand and learn to apply active learning methodologies, either by replicating the best practices presented here, or by creating their own methods.