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Games, Learning, and Society

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Release : 2012-06-11
Genre : Computers
Kind : eBook
Book Rating : 23X/5 ( reviews)

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Book Synopsis Games, Learning, and Society by : Constance Steinkuehler

Download or read book Games, Learning, and Society written by Constance Steinkuehler. This book was released on 2012-06-11. Available in PDF, EPUB and Kindle. Book excerpt: Leaders in the field provide an introduction to video games and learning, including essays on game design and game culture.

Making Games for Impact

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Release : 2021-10-26
Genre : Education
Kind : eBook
Book Rating : 49X/5 ( reviews)

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Book Synopsis Making Games for Impact by : Kurt Squire

Download or read book Making Games for Impact written by Kurt Squire. This book was released on 2021-10-26. Available in PDF, EPUB and Kindle. Book excerpt: Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game. Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints. These cases, drawn from the Games + Learning + Society Center at the University of Wisconsin–Madison, show designers tackling such key issues as choosing platforms, using data analytics to guide development, and designing for new markets. Although not a how-to guide, the book offers developers, researchers, and students real-world lessons in greenlighting a project, scaling up design teams, game-based assessment, and more. The final chapter examines the commercial development of an impact game in detail, describing the creation of an astronomy game, At Play in the Cosmos, that ships with an introductory college textbook.

How Video Games Impact Players

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Release : 2016-05-17
Genre : Social Science
Kind : eBook
Book Rating : 085/5 ( reviews)

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Book Synopsis How Video Games Impact Players by : Ryan Rogers

Download or read book How Video Games Impact Players written by Ryan Rogers. This book was released on 2016-05-17. Available in PDF, EPUB and Kindle. Book excerpt: How Video Games Impact Players provides a balanced and nuanced look at the complex role that video games play in society through an analysis of the positive and negative effects of game rules, feedback, and self-presentation. Rogers examines the positive aspects of video games like their use in education, encouragement of prosocial behaviors, and enablement of mood management, as well as the negative aspects like their association with violence and diversity issues, promotion of substance use behaviors, and their role as an outlet for harassment behaviors.

Simulation and Gaming in the Network Society

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Release : 2016-08-02
Genre : Mathematics
Kind : eBook
Book Rating : 753/5 ( reviews)

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Book Synopsis Simulation and Gaming in the Network Society by : Toshiyuki Kaneda

Download or read book Simulation and Gaming in the Network Society written by Toshiyuki Kaneda. This book was released on 2016-08-02. Available in PDF, EPUB and Kindle. Book excerpt: This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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Release : 2014-12-02
Genre : Education
Kind : eBook
Book Rating : 420/5 ( reviews)

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Book Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee. This book was released on 2014-12-02. Available in PDF, EPUB and Kindle. Book excerpt: 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.

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