LEADER 03167nam 2200553 450 001 9910793904403321 005 20230124195956.0 010 $a1-56484-819-1 035 $a(CKB)4100000010556638 035 $a(MiAaPQ)EBC6121184 035 $a(EXLCZ)994100000010556638 100 $a20200323h20202020 uy| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 10$aSTEAM power $einfusing art into your STEM curriculum /$fTim Needles 205 $aFirst edition. 210 1$aPortland, Oregon :$cInternational Society for Technology in Education,$d[2020] 210 4$dİ2020 215 $a1 online resource (158 pages) $ccolor illustrations 320 $aIncludes bibliographical references and index. 327 $aThe STEAM mindset -- STEAM implementation -- Classic construction, cardboard, and upcycling -- Film, video, and animation -- Digital photography -- Web design, social media, and podcasting -- Coding -- Digital drawing and design -- 3D design, printing, and construction -- Robotics and drones -- Augmented and virtual reality -- Connections -- Collaboration -- Authenticity -- Sustainability -- The STEAM power challenge. 330 $a"There are numerous books on STEAM, but most are either arts and crafts project books designed for children or high-level books that can be weighty and inaccessible for new teachers. As an artist/educator who has taught art and technology for years, Tim Needles brings a fresh and unique approach to these topics, focusing on creativity, innovation and collaboration. This accessible and engaging book offers creative ideas for blending arts and STEM learning (STEAM). It covers the fundamentals of STEAM, with project ideas and best practices, while providing insight from educators in the field. Technologies covered include: coding, robotics, 3D printing, virtual and augmented reality, photography, video, animation and digital drawing. In addition, the book addresses several different approaches to bringing STEAM learning to the next level, such as collaboration, global learning, project-based learning, makerspaces and social-emotional learning"--$cProvided by publisher. 606 $aScience$xStudy and teaching 606 $aTechnology$xStudy and teaching 606 $aEngineering$xStudy and teaching 606 $aArts$xStudy and teaching 606 $aMathematics$xStudy and teaching 606 $aArts in education 606 $aInterdisciplinary approach in education 615 0$aScience$xStudy and teaching. 615 0$aTechnology$xStudy and teaching. 615 0$aEngineering$xStudy and teaching. 615 0$aArts$xStudy and teaching. 615 0$aMathematics$xStudy and teaching. 615 0$aArts in education. 615 0$aInterdisciplinary approach in education. 676 $a372.35/044 700 $aNeedles$b Tim$01565381 712 02$aInternational Society for Technology in Education, 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910793904403321 996 $aSTEAM power$93834990 997 $aUNINA LEADER 03494nam 22005415 450 001 9910632487403321 005 20251008163623.0 010 $a9783031188763$b(electronic bk.) 010 $z9783031188756 024 7 $a10.1007/978-3-031-18876-3 035 $a(MiAaPQ)EBC7146401 035 $a(Au-PeEL)EBL7146401 035 $a(CKB)25461608300041 035 $a(DE-He213)978-3-031-18876-3 035 $a(EXLCZ)9925461608300041 100 $a20221124d2023 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aBioWare's Mass Effect /$fby Jerome Winter 205 $a1st ed. 2023. 210 1$aCham :$cSpringer International Publishing :$cImprint: Palgrave Macmillan,$d2023. 215 $a1 online resource (99 pages)$cillustrations 225 1 $aPalgrave Science Fiction and Fantasy: A New Canon,$x2662-8570 311 08$aPrint version: Winter, Jerome BioWare's Mass Effect Cham : Springer International Publishing AG,c2022 9783031188756 320 $aIncludes bibliographical references and index. 327 $a1. Introduction -- 2. ?I Don?t Know What to Do with Grey?: Ludic Gameplay and Narrative Agency -- 3. ?There is No War, There is Only Harvest?: Diplomatic Realpolitik and Combat Gameplay in Mass Effect -- 4. Embracing Eternity: FemShep, Queer Romance, and Diversity -- 5. ?Science Fun Today?: Mass Effect and Rethinking SF?s Pedagogical Approach to Exoplanetary and Astrobiological Science -- 6. Conclusion. 330 $aJerome Winter, PhD, is a full-time lecturer at the University of California, Riverside, USA. His first book, Science Fiction, New Space Opera, and Neoliberal Globalism was published in 2016. His second book, Citizen Science Fiction, was published in 2021. The videogame series Mass Effect is a remarkable rarity not only for being an original science-fictional franchise of recent vintage that has risen to such prominent commercial and critical success in popular culture but also for pushing the canonical boundaries of how science fiction as a genre will be experienced and understood in the future. This book analyzes the significance of the game for an understanding of the evolving SF genre and articulates an explanatory framework to limn its landmark reception in videogame history. This book both synthesizes the burgeoning body of scholarship on Mass Effect for a readership unfamiliar with either the game or the critical conversation on its salient importance, while simultaneously, for readers already invested in the science-fiction and videogame scholarship, mounting an extended inquiry as to why Mass Effect has served as such a representative milestone in videogame and genre history. The book should appeal to veteran science-fiction and videogame scholars and students as well as a wide variety of fans, consumers, gamers, and general readers. 410 0$aPalgrave Science Fiction and Fantasy: A New Canon,$x2662-8570 606 $aGames 606 $aPopular culture 606 $aGames Studies 606 $aPopular Culture 615 0$aGames. 615 0$aPopular culture. 615 14$aGames Studies. 615 24$aPopular Culture. 676 $a793.932 676 $a794.8 700 $aWinter$b Jerome$01268087 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 912 $a9910632487403321 996 $aBioWare's Mass Effect$92982710 997 $aUNINA