Catalog

Record Details

Catalog Search


Back To Results
Showing Item 11 of 19

Video games and learning : teaching and participatory culture in the digital age  Cover Image Book Book

Video games and learning : teaching and participatory culture in the digital age

Squire, Kurt. (Author). Jenkins, Henry, 1958- (Added Author).

Summary: Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the 'gamer generation"? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analysis of games, game culture, and educational game design.

Record details

  • ISBN: 0807751995 (hardcover : alk. paper)
  • ISBN: 9780807751992 (hardcover : alk. paper)
  • ISBN: 0807751987 (pbk. : alk. paper)
  • ISBN: 9780807751985 (pbk. : alk. paper)
  • Physical Description: xvi, 253 p. : ill. ; 26 cm.
    print
  • Publisher: New York : Teachers College Press, c2011.

Content descriptions

Bibliography, etc. Note: Includes bibliographical references and index.
Formatted Contents Note: 6. Games in classrooms: replaying history : Teaching world history ; Introducing Civ3 ; Failure, trade offs, and just-in-time lectures ; "This game isn't so bad": frustration, failure, and appropriation ; The emergence of a game-playing culture ; Recursive play ; What students learned ; Civilization camp: developing expert gamers ; Creating a new gaming culture ; Developing gaming expertise ; Theory and practice -- 7. The aesthetics of play : Games, learning, society: building a program ; The aesthetics of game-based learning ; Aesthetics of being Viewtiful Joe ; Apolyton University: trajectories of participation ; During-action reports: cognitive artifacts that organize practice ; Design thinking ; Designing Civ4 ; Toward an aesthetics of game-based learning ; Theory and practice ; Feature: I love rock 'n' roll -- 8. Design literacy: productive play : Developing game expertise ; Developing game fluency ; Games as occasions of theory building and testing ; Competition and learning ; Organizing by competitions ; Trajectories of participation ; Centers of expertise ; What learning occurred? A community well played ; Theory and practice -- 9. Games go to school: situated learning, adaptable curricula : Place-based gaming ; Place-based learning ; Learning through design, or How to design an educational game ; From game designer to community organizer ; Community organizing as curriculum ; Ramping up ; Situating learning at South Beach ; Scientific citizenship ; Scaling ; Theory and practice -- 10. The future of games for learning : Creating education media ; Independent games ; Informal learning contexts ; Scientific citizenship ; Example: Citizen science ; Mobile media ; Creating the future of educational technology -- Coda: On researching the effectiveness of educational interventions : Gold standard research ; "Science" fetish ; Health care envy.
Subject: Video games Study and teaching
Video games and children
Education Effect of technological innovations on
Computer-assisted instruction United States

Available copies

  • 1 of 1 copy available at Kirtland Community College.

Holds

  • 0 current holds with 1 total copy.
Show Only Available Copies
Location Call Number / Copy Notes Barcode Shelving Location Status Due Date
Kirtland Community College Library GV 1469.3 .S68 2011 30542858 General Collection Available -

Back To Results
Showing Item 11 of 19

Additional Resources