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 : 256

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. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.


Good Video Games + Good Learning

Good Video Games + Good Learning

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  • Author: James Paul Gee
  • Publisher: Peter Lang
  • ISBN: 9780820497037
  • Category : Computer games
  • Languages : en
  • Pages : 212

Textbook


Why Video Games are Good for Your Soul

Why Video Games are Good for Your Soul

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  • Author: James Paul Gee
  • Publisher: Common Ground
  • ISBN: 186335574X
  • Category : Computers
  • Languages : en
  • Pages : 132

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.


ECGBL 2022 16th European Conference on Game-Based Learning

ECGBL 2022 16th European Conference on Game-Based Learning

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  • Author: Conceição Costa
  • Publisher: Academic Conferences and publishing limited
  • ISBN: 1914587529
  • Category : Education
  • Languages : en
  • Pages : 842


Good Video Games and Good Learning

Good Video Games and Good Learning

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  • Author: James Paul Gee
  • Publisher:
  • ISBN: 9781453911624
  • Category : Computer games
  • Languages : en
  • Pages : 167


Proceedings of the 17th European Conference on Game-Based Learning

Proceedings of the 17th European Conference on Game-Based Learning

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  • Author: Ton Spil
  • Publisher: Academic Conferences and publishing limited
  • ISBN: 1914587898
  • Category : Education
  • Languages : en
  • Pages : 950

These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.


Handbook of Research on Integrating Digital Technology With Literacy Pedagogies

Handbook of Research on Integrating Digital Technology With Literacy Pedagogies

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  • Author: Sullivan, Pamela M.
  • Publisher: IGI Global
  • ISBN: 1799802477
  • Category : Education
  • Languages : en
  • Pages : 636

The allure and marketplace power of digital technologies continues to hold sway over the field of education with billions spent annually on technology in the United States alone. Literacy instruction at all levels is influenced by these evolving and ever-changing tools. While this opens the door to innovations in literacy curricula, it also adds a pedagogical responsibility to operate within a well-developed conceptual framework to ensure instruction is complemented or augmented by technology and does not become secondary to it. The Handbook of Research on Integrating Digital Technology With Literacy Pedagogies is a comprehensive research publication that considers the integration of digital technologies in all levels of literacy instruction and prepares the reader for inevitable technological advancements and changes. Covering a wide range of topics such as augmented reality, literacy, and online games, this book is essential for educators, administrators, IT specialists, curriculum developers, instructional designers, teaching professionals, academicians, researchers, education stakeholders, and students.


Comprehension Instruction, Second Edition

Comprehension Instruction, Second Edition

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  • Author: Cathy Collins Block
  • Publisher: Guilford Press
  • ISBN: 1606237829
  • Category : Language Arts & Disciplines
  • Languages : en
  • Pages : 465

This comprehensive professional resource and text is based on cutting-edge research. In each chapter, leading scholars provide an overview of a particular aspect of comprehension, offer best-practice instructional guidelines and policy recommendations, present key research questions still to be answered, and conclude with stimulating questions for individual study or discussion. Coverage includes such timely topics as differentiated instruction, technology and reading comprehension, teaching English language learners, and the implications of current neuroscientific findings.


Annual Meeting Program

Annual Meeting Program

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  • Author: American Educational Research Association
  • Publisher:
  • ISBN:
  • Category : Education
  • Languages : en
  • Pages : 544


Connected Gaming

Connected Gaming

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  • Author: Yasmin B. Kafai
  • Publisher: MIT Press
  • ISBN: 0262336960
  • 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.