Video games and learning : teaching and participatory culture in the digital age
Record details
- ISBN: 0807751995 (hardcover : alk. paper)
- ISBN: 9780807751992 (hardcover : alk. paper)
- ISBN: 0807751987 (pbk. : alk. paper)
- ISBN: 9780807751985 (pbk. : alk. paper)
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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. |
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Subject: | Video games Study and teaching Video games and children Education Effect of technological innovations on Computer-assisted instruction United States |
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Available copies
- 1 of 1 copy available at Kirtland Community College.
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- 0 current holds with 1 total copy.
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Location | Call Number / Copy Notes | Barcode | Shelving Location | Status | Due Date |
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Kirtland Community College Library | GV 1469.3 .S68 2011 | 30542858 | General Collection | Available | - |