LEADER 04870nam 2200529 450 001 9910821015603321 005 20200207145055.0 010 $a90-04-42231-5 024 7 $a10.1163/9789004422315 035 $a(CKB)4100000010136627 035 $z(OCoLC)1129926326 035 $a(nllekb)BRILL9789004422315 035 $a(MiAaPQ)EBC6038795 035 $a(EXLCZ)994100000010136627 100 $a20200331d2020 uy 0 101 0 $aeng 135 $aurun| uuuua 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $2rdacarrier 200 00$aPlaying with teaching $econsiderations for implementing gaming literacies in the classroom /$fedited by Antero Garcia, Shelbie Witte and Jennifer S. Dail 210 1$aLeiden, The Netherlands ;$aBoston :$cBrill Sense,$d[2020] 210 4$dİ2020 215 $a1 online resource 225 1 $aGaming ecologies and pedagogies series ;$vVolume 4 311 $a90-04-38874-5 320 $aIncludes bibliographical references and index. 327 $aForeword -- Ken Lindblom -- List of Figures and Tables -- Notes on Contributors -- Introduction: Taking Literacies of Play Seriously -- Antero Garcia, Jennifer S. Dail and Shelbie Witte -- PART 1: Writing and Text-Based Models of Play -- Introduction to Part 1: Writing and Text-Based Models of Play -- Antero Garcia, Shelbie Witte and Jennifer S. Dail -- 1 Writing through Gaming: A Youth Writing Camp Perspective -- Emily Howell and Rachel Kaminski Sanders -- 2 Time to Level Up: Learning through Play in a Writing Classroom -- Rachel Kaminski Sanders -- 3 Gaming the System: Engaging Students in the Imaginative Worlds of Young Adult Literature through Role-Playing Games -- Lindy l. Johnson and Elizabeth Deboeser -- 4 Imparting Empathy with Gaming Experiences: A Conversation with the Developers of Thorny Games -- Shelbie Witte and Jill Bindewald (with Oklahoma State University English Education Students) -- PART 2: Videogames and Critical Literacies in ELA Classrooms -- Introduction to Part 2: Videogames and Critical Literacies in ELA Classrooms -- Antero Garcia, Shelbie Witte and Jennifer S. Dail -- 5 A Critical Examination of Adolescence through Video Games -- Jon Ostenson -- 6 Video Game Creation as an Instructional Strategy: A New Way to Apply the Tpack Framework in K-12 Education -- Kip Glazer -- 7 Practical Advice for Teaching and Learning with Games: Foster Agency and Ownership with an Intentional Approach to Games -- Chad Sansing -- Index --. 330 $aThe possibilities of gaming for transformative and equity-driven instructional teaching practice are more robust than ever before. And yet, support for designing playful learning opportunities are too often not addressed or taught in professional development or teacher education programs. Considering the complex demands in public schools today and the niche pockets of extracurricular engagement in which youth find themselves, Playing with Teaching serves as a hands-on resource for teachers and teacher educators. Particularly focused on how games ? both digital and non-digital ? can shape unique learning and literacy experiences for young people today, this book?s chapters look at numerous examples that educators can bring into their classrooms today. By exploring how teachers can support literacy practices through gaming, this volume provides specific strategies for heightening literacy learning and playful experiences in classrooms. The classroom examples of gameful teaching described in each chapter not only provide practical examples of games and learning, but offer critical perspectives on why games in literacy classrooms matter today. Through depictions of cutting-edge of powerful and playful pedagogy, this book is not a how-to manual. Rather, Playing with Teaching fills a much-needed space demonstrating how games are applied in classrooms today. It is an invitation to reimagine classrooms as spaces to newly investigate playful approaches to teaching and learning with adolescents. Roll the dice and give playful literacy instruction a try. Contributors are: Jill Bidenwald, Jennifer S. Dail, Elizabeth DeBoeser, Antero Garcia, Kip Glazer, Emily Howell, Lindy L. Johnson, Rachel Kaminski Sanders, Jon Ostenson, Chad Sansing, and Shelbie Witte. 410 0$aGaming ecologies and pedagogies series ;$vVolume 4. 606 $aLanguage arts 606 $aEducational games 606 $aVideo games in education 615 0$aLanguage arts. 615 0$aEducational games. 615 0$aVideo games in education. 676 $a372.6 702 $aGarcia$b Antero 702 $aWitte$b Shelbie 702 $aDail$b Jennifer S. 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910821015603321 996 $aPlaying with teaching$94074040 997 $aUNINA