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.


The Ecology of Games

The Ecology of Games

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  • Author: Katie Salen Tekinbaş
  • Publisher: MIT Press
  • ISBN: 0262195755
  • Category : Education
  • Languages : en
  • Pages : 10

An exploration of games as systems in which young people participate as gamers, producers, and learners.In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play--mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games--which so far has been vociferous but overly polemical and surprisingly shallow. Game play is credited with fostering new forms of social organization and new ways of thinking and interacting; the contributors work to situate this within a dynamic media ecology that has the participatory nature of gaming at its core. They look at the ways in which youth are empowered through their participation in the creation, uptake, and revision of games; emergent gaming literacies, including modding, world-building, and learning how to navigate a complex system; and how games act as points of departure for other forms of knowledge, literacy, and social organization.ContributorsIan Bogost, Anna Everett, James Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy, Jane McGonigal, Cory Ondrejka, Amit Pitaru, Tom Satwicz, Kurt Squire, Reed Stevens, S. Craig Watkins


Teaching in the Game-Based Classroom

Teaching in the Game-Based Classroom

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  • Author: David Seelow
  • Publisher: CRC Press
  • ISBN: 1000411737
  • Category : Education
  • Languages : en
  • Pages : 188

Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches. Middle and high school educators will find engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more.


We the Gamers

We the Gamers

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  • Author: Karen Schrier
  • Publisher: Oxford University Press
  • ISBN: 0190926104
  • Category : Education
  • Languages : en
  • Pages : 401

Combining research-based perspectives and current examples including Minecraft and Animal Crossing : New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.


Connected Code

Connected Code

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  • Author: Yasmin B. Kafai
  • Publisher: MIT Press
  • ISBN: 026252967X
  • Category : Education
  • Languages : en
  • Pages : 200

Why every child needs to learn to code: the shift from “computational thinking” to computational participation. Coding, once considered an arcane craft practiced by solitary techies, is now recognized by educators and theorists as a crucial skill, even a new literacy, for all children. Programming is often promoted in K-12 schools as a way to encourage “computational thinking”—which has now become the umbrella term for understanding what computer science has to contribute to reasoning and communicating in an ever-increasingly digital world. In Connected Code, Yasmin Kafai and Quinn Burke argue that although computational thinking represents an excellent starting point, the broader conception of “computational participation” better captures the twenty-first-century reality. Computational participation moves beyond the individual to focus on wider social networks and a DIY culture of digital “making.” Kafai and Burke describe contemporary examples of computational participation: students who code not for the sake of coding but to create games, stories, and animations to share; the emergence of youth programming communities; the practices and ethical challenges of remixing (rather than starting from scratch); and the move beyond stationary screens to programmable toys, tools, and textiles.


Magistrates' Cases Relating to the Poor Law, the Criminal Law, Licensing and Other Subjects Chiefly Connected with the Duties and Office of Magistrates

Magistrates' Cases Relating to the Poor Law, the Criminal Law, Licensing and Other Subjects Chiefly Connected with the Duties and Office of Magistrates

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  • Author:
  • Publisher:
  • ISBN:
  • Category : Judges
  • Languages : en
  • Pages : 248


The Laws of England

The Laws of England

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  • Author: Hardinge Stanley Giffard Earl of Halsbury
  • Publisher:
  • ISBN:
  • Category : Law
  • Languages : en
  • Pages : 822


To what Extent Increases YouTube the Success of an Online Gamer? The Example of Bajheera

To what Extent Increases YouTube the Success of an Online Gamer? The Example of Bajheera

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  • Author: Jessica Blasberg
  • Publisher: GRIN Verlag
  • ISBN: 3668894094
  • Category : Computers
  • Languages : en
  • Pages : 13

Seminar paper from the year 2016 in the subject Communications - Multimedia, Internet, New Technologies, grade: 1,7, Fresenius University of Applied Sciences Köln, language: English, abstract: Jackson Bliton – better known online as Bajheera – lifts, games and gets paid to do so. He lives in two different worlds. In the real one, the 25-year-old Californian lives like a normal boy and does typical human stuff. Then, at least once per day, he goes to the Internet, transforms into Bajheera and plays a video game called World of Warcraft. He spends a majority of his day playing this game, while filming himself besides, so thousands of people around the world can follow him do it, either in a live stream or by watching recorded videos. Thanks to the power of platforms like YouTube or Twitch, online gamer play video games not just for private amusement, they play for the masses and get paid to do it. They earn money while spending their time in a virtual world and producing YouTube videos about playing video games. As technology marches on the world of gaming changed from playing alone or at most with a partner in front of a video game console to the possibility of playing online with several people around the world. The prerequisite for playing an online game is to command internet connectivity because they can be played only after logging in to the server that hosts the game world. Furthermore, the aspect of interacting with thousands of players worldwide, possible due social media platforms like YouTube, creates a new revolutionary option of online gaming. In recent years, YouTube has been dominated by videos about online gaming that show people playing popular video games and adding their own funny commentary. More than half of the top independent YouTubers upload those videos. On global basis, online gaming in connection to broadcast websites as YouTube has grown into a multi-billion-dollar business. While in the past mainly attract younger men, nowadays audience has expanded and include also women and older age groups.


Getting Gamers

Getting Gamers

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  • Author: Jamie Madigan
  • Publisher: Rowman & Littlefield Publishers
  • ISBN: 9781538121337
  • Category : Video games
  • Languages : en
  • Pages : 0

A psychologist and life-long fan of video games helps you understand what psychology has to say about why video games and mobile game apps are designed the way they are, why players behave as they do, and the psychological tricks used to market and sell them.


The Southeastern Reporter

The Southeastern Reporter

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  • Author:
  • Publisher:
  • ISBN:
  • Category : Law reports, digests, etc
  • Languages : en
  • Pages : 1068