RELATED BOOKS
Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond
Language: en
Pages:
Authors: Karen Schrier
Categories:
Type: BOOK - Published: - Publisher: Lulu.com

Books about Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond
We the Gamers
Language: en
Pages: 224
Authors: Karen Schrier
Categories: Games & Activities
Type: BOOK - Published: 2021-04-30 - Publisher: Oxford University Press

Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New Horizons. The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together.
Disciplinary Literacy Connections to Popular Culture in K-12 Settings
Language: en
Pages: 423
Authors: Haas, Leslie, Tussey, Jill
Categories: Education
Type: BOOK - Published: 2020-11-13 - Publisher: IGI Global

Literacy and popular culture are intrinsically linked as forms of communication, entertainment, and education. Students are motivated to engage with popular culture through a myriad of mediums for a variety of purposes. Utilizing popular culture to bridge literacy concepts across content areas in K-12 settings offers a level playing field across student groups and grade levels. As concepts around traditional literacy education evolve and become more culturally responsive, the connections between popular culture and disciplinary literacy must be explored. Disciplinary Literacy Connections to Popular Culture in K-12 Settings is an essential publication that explores a conceptual framework around pedagogical connections to popular culture. While highlighting a broad range of topics including academic creativity, interdisciplinary storytelling, and skill development, this book is ideally designed for educators, curriculum developers, instructional designers, administrative officials, policymakers, researchers, academicians, and students.
Teaching in the Game-Based Classroom
Language: en
Pages: 198
Authors: David Seelow
Categories: Education
Type: BOOK - Published: 2021-07-13 - Publisher: CRC Press

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.
Shakespeare Survey 74
Language: en
Pages: 650
Authors: Emma Smith
Categories: Drama
Type: BOOK - Published: 2021-09-16 - Publisher: Shakespeare Survey

The theme for Volume 74 is 'Shakespeare and Education'.
Handbook of Research on Supporting Social and Emotional Development Through Literacy Education
Language: en
Pages: 571
Authors: Tussey, Jill, Haas, Leslie
Categories: Education
Type: BOOK - Published: 2021-06-25 - Publisher: IGI Global

The social and emotional welfare of students in both K-12 and higher education settings has become increasingly important during the third decade of the 21st century, as students face a variety of social-emotional learning (SEL) challenges related to a multitude of internal and external factors. As concepts around traditional literacy education evolve and become more culturally and linguistically relevant, the connections between SEL and academic literacy opportunities warrant considerable exploration. The Handbook of Research on Supporting Social and Emotional Development Through Literacy Education develops a conceptual framework around pedagogical connections to social and emotional teaching and learning within K-12 literacy practices. This text provides a variety of research and practice protocols supporting student success through the integration of SEL and literacy across grade levels. Covering topics such as culturally relevant literacy, digital literacy, and content-area literacy, this handbook is essential for curriculum directors, education faculty, instructional facilitators, literacy professionals, practicing teachers, pre-service teachers, professional development coordinators, school counselors, teacher preparation programs, academicians, researchers, and students.
Games and Ethics
Language: en
Pages: 256
Authors: Maike Groen, Nina Kiel, Angela Tillmann, André Weßel
Categories: Education
Type: BOOK - Published: 2020-11-29 - Publisher: Springer Nature

The number of digital gamers is increasing worldwide, but public debates about digital games commonly focus on questionable game content or problematic gaming behavior. This book offers a broader ethical perspective on digital game cultures, presenting theoretical and empirical work on the ethical dimensions of the development, production and distribution of digital games, as well as issues relating to responsible gaming and the pedagogical use of digital games. Questions of the communicative-cultural change in game cultures are linked with questions of media education and media ethics. With such a comprehensive approach, the volume promotes ethical discourse on digital game cultures.
Immersive Learning
Language: en
Pages: 170
Authors: Craig Frehlich
Categories: Education
Type: BOOK - Published: 2020-10-01 - Publisher: Rowman & Littlefield Publishers

Most people want to reach their maximum potential; and the use of tools are no different. Some say power is influence. If this is true, then virtual reality has “superpowers” because of its ability to make the unreal viscerally real, engaging and immersive. Thanks to these powers VR can influence and affect education in ways that no technology tool has in the past. This book will help people understand the power and true potential of virtual reality (or VR). The prime directive of this book is to provide educators with a way of thinking about how to use virtual reality in education in order to reveal its true superpowers. And, to arm educators with several hands-on lessons to get them started on implementing VR as a tool to enhance learning outcomes. Ultimately, the book aims to have educators clearly understand VR’s role in transforming education, thus reaching its maximum potential.
Graduate Skills and Game-Based Learning
Language: en
Pages: 226
Authors: Matthew Barr
Categories: Education
Type: BOOK - Published: 2019-09-05 - Publisher: Springer Nature

This book explores the efficacy of game-based learning to develop university students’ skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.
Learning and Education Games: Volume Two: Bringing Games into Educational Contexts
Language: en
Pages: 280
Authors: Karen Schrier Shaenfeld
Categories: Education
Type: BOOK - Published: 2016-04-10 - Publisher: Lulu.com

The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."
Resources in Education
Language: en
Pages:
Authors: Karen Schrier Shaenfeld
Categories: Education
Type: BOOK - Published: 1988-07 - Publisher:

Books about Resources in Education
The Digital Hand, Vol 3
Language: en
Pages: 478
Authors: James W. Cortada
Categories: Business & Economics
Type: BOOK - Published: 2008 - Publisher: Oxford University Press

The third volume of The Digital Hand describes how computers were used in all of the American public sector industries over the past half-century, in order to determine what were the critical uses of computing technologies, how these technologies came into these industries, and how they were changed by it. Cortada claims that computing profoundly changed the nature of work in these public sector industries, creating the bedrock of the Information Age.