Connected gaming : what making video games can teach us about learning and literacy / / Yasmin B. Kafai and Quinn Burke ; foreword by Constance Steinkuehler
| Connected gaming : what making video games can teach us about learning and literacy / / Yasmin B. Kafai and Quinn Burke ; foreword by Constance Steinkuehler |
| Autore | Kafai Yasmin B. |
| Pubbl/distr/stampa | Cambridge, MA : , : The MIT Press, , [2016] |
| Descrizione fisica | 1 online resource (221 pages) : illustrations |
| Disciplina | 371.33/46696 |
| Collana | The John D. and Catherine T. MacArthur Foundation series on digital media and learning |
| Soggetto topico |
Video games in education
Computers and children Computer programming - Study and teaching Video games - Design Constructivism (Education) Learning, Psychology of |
| ISBN |
0-262-33696-0
0-262-33695-2 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Introduction -- The serious side : making games for learning -- The social side : making games together beats making them alone -- The cultural side : rethinking access and participation in gaming -- The tangible side : merging old materials with new interfaces for gaming -- The creative side : tools for modding and making games -- Connected gaming for all. |
| Record Nr. | UNINA-9910157805503321 |
Kafai Yasmin B.
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| Cambridge, MA : , : The MIT Press, , [2016] | ||
| Lo trovi qui: Univ. Federico II | ||
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Design, learning, and innovation : 5th EAI international conference, DLI 2020, virtual event, December 10-11, 2020 : proceedings / / edited by Eva Irene Brooks [and three others]
| Design, learning, and innovation : 5th EAI international conference, DLI 2020, virtual event, December 10-11, 2020 : proceedings / / edited by Eva Irene Brooks [and three others] |
| Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2021] |
| Descrizione fisica | 1 online resource (215 pages) |
| Disciplina | 371.334 |
| Collana | Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering |
| Soggetto topico |
Educational technology
Video games in education |
| ISBN | 3-030-78448-7 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Intro -- Preface -- Organization -- Contents -- Digital Technologies and Learning -- The Impact of a Digitally-Augmented Reading Instruction on Reading Motivation and Comprehension of Third Graders -- 1 Introduction -- 1.1 Aim of the Research -- 1.2 Background and Previous Work -- 2 The IRIS Instruction -- 2.1 Motivation-Enhancing Instructional Practices -- 2.2 Meaningful and Authentic Context -- 2.3 Balanced Instructional Structure -- 3 Implementation of IRIS at Primary School -- 3.1 Monday -- 3.2 Tuesday -- 3.3 Wednesday -- 3.4 Thursday -- 3.5 Friday -- 4 Research Questions -- 5 Research Study -- 5.1 Participants -- 5.2 Design -- 5.3 Assessment Materials -- 5.4 Procedure -- 6 Results -- 6.1 The Impact of IRIS on Reading Comprehension -- 6.2 The Impact of IRIS on Reading Comprehension in Comparison with Two Control Groups -- 6.3 The Impact of IRIS on Reading Motivation -- 6.4 The Impact of IRIS on Reading Motivation in Comparison with Two Control Groups -- 7 Discussion -- 8 Conclusion -- References -- Explore the Effects of Usefulness and Ease of Use in Digital Game-Based Learning on Students' Learning Motivation, Attitude, and Satisfaction -- 1 Introduction -- 2 Reviewed Literature -- 2.1 Digital Game-Based Learning -- 2.2 Learning Motivation -- 2.3 Learning Attitude -- 2.4 Learning Satisfaction -- 3 Methodology -- 3.1 Teaching Material Content -- 3.2 Research Hypothesis -- 3.3 The Definition and Measurement of the Research Dimensions -- 3.4 Data Collection -- 4 Research Results -- 4.1 Reliability Analysis -- 4.2 Validity Analysis -- 4.3 Correlation Analysis -- 4.4 Regression Analysis -- 4.5 Summary -- 5 Conclusion -- 5.1 Research Finding -- 5.2 Research Conclusion -- References -- Potentiating Digital Educational Environments Through Data Analytics -- 1 Introduction -- 2 Data Analytics and Games -- 2.1 Data Analytics and Educational Games/Apps.
3 Developing Data Analytics Techniques for the Mobeybou Interactive Story Apps -- 3.1 Using Unity Analytic as a Data Platform -- 3.2 Design of Adaptive Data Analysis Techniques -- 4 Conclusion and Future Work -- References -- Virtual- and Augmented Reality-Supported Teaching for Professional Caregivers -- 1 Introduction -- 2 VR and Learning -- 3 The VR/AR Prototypes -- 4 Method -- 5 Findings -- 5.1 Students and Motivation -- 5.2 Learning Activities and Goals -- 5.3 The Teacher's Role -- 5.4 Feedback to Existing Prototypes -- 5.5 Solutions -- 6 Discussion -- 7 Conclusion -- References -- Designing for Innovation -- Towards the Development of AI Based Generative Design Tools and Applications -- 1 Introduction -- 2 Methodology -- 2.1 GAN Based Logo Design Project -- 2.2 GAN Based Font Design Project -- 2.3 GAN Station Project -- 3 Discussions and Conclusion -- References -- A Model Approach for an Automatic Clothing Combination System for Blind People -- 1 Introduction -- 2 Related Work -- 3 Project Overview -- 4 Methodology -- 5 Experiments -- 6 Final Remarks -- References -- Seasonal Sunlight Chamber: A Lighting Design Concept to Connect Us to the Dynamics of Sunlight and Our Place on Earth -- 1 Introduction -- 2 Sundial: A Tool to Visualize Change -- 3 The Exploratory Design -- 3.1 Design Concept -- 3.2 Prototype -- 4 Discussion -- 5 Conclusion -- References -- Digital Games, Gamification and Robots -- Intergenerational Playful Experiences Based on Digital Games for Interactive Spaces -- 1 Introduction -- 2 State of the Art -- 2.1 Intergenerational Digital Gaming -- 2.2 Design Factors of Intergenerational Experiences -- 3 Playing in an Interactive Space: The Fantastic Journey -- 3.1 Game Description -- 3.2 The Fantastic Journey as an Intergenerational Experience. -- 4 Intergenerational Experiences -- 4.1 Intergenerational Game Sessions. 4.2 Intergenerational Workshop -- 5 Conclusions and Future Work -- References -- Discourses of Digital Game Based Learning as a Teaching Method -- 1 Introduction -- 2 Digital Game-Based Learning as a Learning Method -- 3 Design Features Supporting Digital Game-Based Learning -- 4 Method -- 4.1 Apparatus -- 4.2 Procedure -- 4.3 Data Analysis Approach -- 5 Results -- 6 Conclusive Discussion -- 6.1 Implications for the Field -- References -- GamAll: Playing Beyond Boundaries - Gamification and Multimodal Literacy -- 1 Introduction -- 2 Gamification in Educational Contexts -- 2.1 Gamification Concepts -- 3 Contextualization -- 3.1 Mobeybou in Brazil -- 4 GamAll -- 4.1 Methodology -- 4.2 Description of the Game -- 5 Conclusion and Future Work -- References -- Designing a Learning Robot to Encourage Collaboration Between Children -- 1 Introduction -- 2 Related Work -- 3 First Prototype -- 4 Pilot Study -- 4.1 Method -- 4.2 Results -- 5 Second Prototype -- 6 Main Study -- 6.1 Participants -- 6.2 Setup -- 6.3 Procedure -- 6.4 Annotation Scheme for Assessing Collaboration -- 6.5 Identifying Collaborative Behaviour -- 6.6 Measurements -- 6.7 Results -- 7 Discussion -- 8 Conclusion and Future Work -- References -- Designs for Innovative Learning -- Learning Strategies Among Students During a Sudden Transition to Online Teaching in a PBL University -- 1 Introduction and Theoretical Underpinnings -- 2 Methods -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- Increasing Reading Engagement for Danish Gymnasium Students: The Hosier and His Daughter as a Serious Game -- 1 Introduction -- 2 Previous Work and Theoretical Foundation -- 3 Methods -- 3.1 Participants and Ethical Issues -- 3.2 Procedure and Analysis -- 4 Design and Implementation -- 4.1 A Subsection Sample -- 5 Findings -- 5.1 Reading Engagement and Learning -- 5.2 The Game Mechanics. 6 Conclusion -- References -- Towards Applying ARCS Model for a Blended Teaching Methodologies: A Quantitative Research on Students' Motivation Amid the COVID-19 -- 1 Introduction -- 2 Methodology -- 3 Findings and Discussion -- 4 Conclusion, Limitations and Future Work -- References -- Author Index. |
| Record Nr. | UNINA-9910488712603321 |
| Cham, Switzerland : , : Springer, , [2021] | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Design, learning, and innovation : 5th EAI international conference, DLI 2020, virtual event, December 10-11, 2020 : proceedings / / edited by Eva Irene Brooks [and three others]
| Design, learning, and innovation : 5th EAI international conference, DLI 2020, virtual event, December 10-11, 2020 : proceedings / / edited by Eva Irene Brooks [and three others] |
| Pubbl/distr/stampa | Cham, Switzerland : , : Springer, , [2021] |
| Descrizione fisica | 1 online resource (215 pages) |
| Disciplina | 371.334 |
| Collana | Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering |
| Soggetto topico |
Educational technology
Video games in education |
| ISBN | 3-030-78448-7 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Intro -- Preface -- Organization -- Contents -- Digital Technologies and Learning -- The Impact of a Digitally-Augmented Reading Instruction on Reading Motivation and Comprehension of Third Graders -- 1 Introduction -- 1.1 Aim of the Research -- 1.2 Background and Previous Work -- 2 The IRIS Instruction -- 2.1 Motivation-Enhancing Instructional Practices -- 2.2 Meaningful and Authentic Context -- 2.3 Balanced Instructional Structure -- 3 Implementation of IRIS at Primary School -- 3.1 Monday -- 3.2 Tuesday -- 3.3 Wednesday -- 3.4 Thursday -- 3.5 Friday -- 4 Research Questions -- 5 Research Study -- 5.1 Participants -- 5.2 Design -- 5.3 Assessment Materials -- 5.4 Procedure -- 6 Results -- 6.1 The Impact of IRIS on Reading Comprehension -- 6.2 The Impact of IRIS on Reading Comprehension in Comparison with Two Control Groups -- 6.3 The Impact of IRIS on Reading Motivation -- 6.4 The Impact of IRIS on Reading Motivation in Comparison with Two Control Groups -- 7 Discussion -- 8 Conclusion -- References -- Explore the Effects of Usefulness and Ease of Use in Digital Game-Based Learning on Students' Learning Motivation, Attitude, and Satisfaction -- 1 Introduction -- 2 Reviewed Literature -- 2.1 Digital Game-Based Learning -- 2.2 Learning Motivation -- 2.3 Learning Attitude -- 2.4 Learning Satisfaction -- 3 Methodology -- 3.1 Teaching Material Content -- 3.2 Research Hypothesis -- 3.3 The Definition and Measurement of the Research Dimensions -- 3.4 Data Collection -- 4 Research Results -- 4.1 Reliability Analysis -- 4.2 Validity Analysis -- 4.3 Correlation Analysis -- 4.4 Regression Analysis -- 4.5 Summary -- 5 Conclusion -- 5.1 Research Finding -- 5.2 Research Conclusion -- References -- Potentiating Digital Educational Environments Through Data Analytics -- 1 Introduction -- 2 Data Analytics and Games -- 2.1 Data Analytics and Educational Games/Apps.
3 Developing Data Analytics Techniques for the Mobeybou Interactive Story Apps -- 3.1 Using Unity Analytic as a Data Platform -- 3.2 Design of Adaptive Data Analysis Techniques -- 4 Conclusion and Future Work -- References -- Virtual- and Augmented Reality-Supported Teaching for Professional Caregivers -- 1 Introduction -- 2 VR and Learning -- 3 The VR/AR Prototypes -- 4 Method -- 5 Findings -- 5.1 Students and Motivation -- 5.2 Learning Activities and Goals -- 5.3 The Teacher's Role -- 5.4 Feedback to Existing Prototypes -- 5.5 Solutions -- 6 Discussion -- 7 Conclusion -- References -- Designing for Innovation -- Towards the Development of AI Based Generative Design Tools and Applications -- 1 Introduction -- 2 Methodology -- 2.1 GAN Based Logo Design Project -- 2.2 GAN Based Font Design Project -- 2.3 GAN Station Project -- 3 Discussions and Conclusion -- References -- A Model Approach for an Automatic Clothing Combination System for Blind People -- 1 Introduction -- 2 Related Work -- 3 Project Overview -- 4 Methodology -- 5 Experiments -- 6 Final Remarks -- References -- Seasonal Sunlight Chamber: A Lighting Design Concept to Connect Us to the Dynamics of Sunlight and Our Place on Earth -- 1 Introduction -- 2 Sundial: A Tool to Visualize Change -- 3 The Exploratory Design -- 3.1 Design Concept -- 3.2 Prototype -- 4 Discussion -- 5 Conclusion -- References -- Digital Games, Gamification and Robots -- Intergenerational Playful Experiences Based on Digital Games for Interactive Spaces -- 1 Introduction -- 2 State of the Art -- 2.1 Intergenerational Digital Gaming -- 2.2 Design Factors of Intergenerational Experiences -- 3 Playing in an Interactive Space: The Fantastic Journey -- 3.1 Game Description -- 3.2 The Fantastic Journey as an Intergenerational Experience. -- 4 Intergenerational Experiences -- 4.1 Intergenerational Game Sessions. 4.2 Intergenerational Workshop -- 5 Conclusions and Future Work -- References -- Discourses of Digital Game Based Learning as a Teaching Method -- 1 Introduction -- 2 Digital Game-Based Learning as a Learning Method -- 3 Design Features Supporting Digital Game-Based Learning -- 4 Method -- 4.1 Apparatus -- 4.2 Procedure -- 4.3 Data Analysis Approach -- 5 Results -- 6 Conclusive Discussion -- 6.1 Implications for the Field -- References -- GamAll: Playing Beyond Boundaries - Gamification and Multimodal Literacy -- 1 Introduction -- 2 Gamification in Educational Contexts -- 2.1 Gamification Concepts -- 3 Contextualization -- 3.1 Mobeybou in Brazil -- 4 GamAll -- 4.1 Methodology -- 4.2 Description of the Game -- 5 Conclusion and Future Work -- References -- Designing a Learning Robot to Encourage Collaboration Between Children -- 1 Introduction -- 2 Related Work -- 3 First Prototype -- 4 Pilot Study -- 4.1 Method -- 4.2 Results -- 5 Second Prototype -- 6 Main Study -- 6.1 Participants -- 6.2 Setup -- 6.3 Procedure -- 6.4 Annotation Scheme for Assessing Collaboration -- 6.5 Identifying Collaborative Behaviour -- 6.6 Measurements -- 6.7 Results -- 7 Discussion -- 8 Conclusion and Future Work -- References -- Designs for Innovative Learning -- Learning Strategies Among Students During a Sudden Transition to Online Teaching in a PBL University -- 1 Introduction and Theoretical Underpinnings -- 2 Methods -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- Increasing Reading Engagement for Danish Gymnasium Students: The Hosier and His Daughter as a Serious Game -- 1 Introduction -- 2 Previous Work and Theoretical Foundation -- 3 Methods -- 3.1 Participants and Ethical Issues -- 3.2 Procedure and Analysis -- 4 Design and Implementation -- 4.1 A Subsection Sample -- 5 Findings -- 5.1 Reading Engagement and Learning -- 5.2 The Game Mechanics. 6 Conclusion -- References -- Towards Applying ARCS Model for a Blended Teaching Methodologies: A Quantitative Research on Students' Motivation Amid the COVID-19 -- 1 Introduction -- 2 Methodology -- 3 Findings and Discussion -- 4 Conclusion, Limitations and Future Work -- References -- Author Index. |
| Record Nr. | UNISA-996464505303316 |
| Cham, Switzerland : , : Springer, , [2021] | ||
| Lo trovi qui: Univ. di Salerno | ||
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Gamification : Analysis, Design, Development and Ludification / / edited by Ioannis Deliyannis, Vaia Tzori, Athanasios Koutsouridis
| Gamification : Analysis, Design, Development and Ludification / / edited by Ioannis Deliyannis, Vaia Tzori, Athanasios Koutsouridis |
| Pubbl/distr/stampa | [Place of publication not identified] : , : IntechOpen, , 2023 |
| Descrizione fisica | 1 online resource (176 pages) |
| Disciplina | 418.0078 |
| Soggetto topico |
Gamification
Video games in education |
| ISBN | 1-80356-261-7 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Record Nr. | UNINA-9910678586203321 |
| [Place of publication not identified] : , : IntechOpen, , 2023 | ||
| Lo trovi qui: Univ. Federico II | ||
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Hacia la transformación del conocimiento : alternativas pedagógicas innovadoras con colectivos vulnerables / / Celia Corchuelo Fernández
| Hacia la transformación del conocimiento : alternativas pedagógicas innovadoras con colectivos vulnerables / / Celia Corchuelo Fernández |
| Autore | Corchuelo Fernández Celia |
| Pubbl/distr/stampa | Madrid, Spain : , : Editorial Dykinson, S.L., , [2021] |
| Descrizione fisica | 1 online resource (138 pages) |
| Disciplina | 737 |
| Soggetto topico |
Children with disabilitiesxEducation
Video games in education |
| ISBN | 84-1377-823-9 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | spa |
| Record Nr. | UNINA-9910795503403321 |
Corchuelo Fernández Celia
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||
| Madrid, Spain : , : Editorial Dykinson, S.L., , [2021] | ||
| Lo trovi qui: Univ. Federico II | ||
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Hacia la transformación del conocimiento : alternativas pedagógicas innovadoras con colectivos vulnerables / / Celia Corchuelo Fernández
| Hacia la transformación del conocimiento : alternativas pedagógicas innovadoras con colectivos vulnerables / / Celia Corchuelo Fernández |
| Autore | Corchuelo Fernández Celia |
| Pubbl/distr/stampa | Madrid, Spain : , : Editorial Dykinson, S.L., , [2021] |
| Descrizione fisica | 1 online resource (138 pages) |
| Disciplina | 737 |
| Soggetto topico |
Children with disabilitiesxEducation
Video games in education |
| ISBN | 84-1377-823-9 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | spa |
| Record Nr. | UNINA-9910828673903321 |
Corchuelo Fernández Celia
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||
| Madrid, Spain : , : Editorial Dykinson, S.L., , [2021] | ||
| Lo trovi qui: Univ. Federico II | ||
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Modo jugador o el cacharreo como forma de aprender y conocer con videojuegos / / Nina Alejandra Cabra Ayala
| Modo jugador o el cacharreo como forma de aprender y conocer con videojuegos / / Nina Alejandra Cabra Ayala |
| Autore | Cabra Ayala Nina Alejandra |
| Edizione | [1st ed.] |
| Pubbl/distr/stampa | Bogota D.C., Colombia : , : Ediciones Uniandes, , [2016] |
| Descrizione fisica | 1 online resource |
| Disciplina | 794.8 |
| Collana | Colección Nuevas Voces |
| Soggetto topico |
Video games - Social aspects
Video games in education |
| ISBN |
9789587744088
958774408X |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | spa |
| Record Nr. | UNINA-9910985644203321 |
Cabra Ayala Nina Alejandra
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||
| Bogota D.C., Colombia : , : Ediciones Uniandes, , [2016] | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Playing with teaching : considerations for implementing gaming literacies in the classroom / / edited by Antero Garcia, Shelbie Witte and Jennifer S. Dail
| Playing with teaching : considerations for implementing gaming literacies in the classroom / / edited by Antero Garcia, Shelbie Witte and Jennifer S. Dail |
| Pubbl/distr/stampa | Leiden, The Netherlands ; ; Boston : , : Brill Sense, , [2020] |
| Descrizione fisica | 1 online resource |
| Disciplina | 372.6 |
| Collana | Gaming ecologies and pedagogies series |
| Soggetto topico |
Language arts
Educational games Video games in education |
| ISBN | 90-04-42231-5 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Foreword -- 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 --. |
| Record Nr. | UNINA-9910793923003321 |
| Leiden, The Netherlands ; ; Boston : , : Brill Sense, , [2020] | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Playing with teaching : considerations for implementing gaming literacies in the classroom / / edited by Antero Garcia, Shelbie Witte and Jennifer S. Dail
| Playing with teaching : considerations for implementing gaming literacies in the classroom / / edited by Antero Garcia, Shelbie Witte and Jennifer S. Dail |
| Pubbl/distr/stampa | Leiden, The Netherlands ; ; Boston : , : Brill Sense, , [2020] |
| Descrizione fisica | 1 online resource |
| Disciplina | 372.6 |
| Collana | Gaming ecologies and pedagogies series |
| Soggetto topico |
Language arts
Educational games Video games in education |
| ISBN | 90-04-42231-5 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Foreword -- 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 --. |
| Record Nr. | UNINA-9910821015603321 |
| Leiden, The Netherlands ; ; Boston : , : Brill Sense, , [2020] | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Resonant games : design principles for learning games that connect hearts, minds, and the everyday / / Eric Klopfer, Jason Haas, Scot Osterweil, and Louisa Rosenheck
| Resonant games : design principles for learning games that connect hearts, minds, and the everyday / / Eric Klopfer, Jason Haas, Scot Osterweil, and Louisa Rosenheck |
| Autore | Klopfer Eric |
| Pubbl/distr/stampa | Cambridge, : The MIT Press, 2018 |
| Descrizione fisica | 1 online resource (267 pages) |
| Disciplina | 371.337 |
| Collana | The John D. and Catherine T. Macarthur Foundation series on digital media and learning |
| Soggetto topico | Video games in education |
| ISBN |
0-262-34608-7
0-262-34607-9 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto | Our game could be your life -- Resonant learning -- In a game, you can be whoever you want to be -- I wish I could go on here forever -- Discovering the secret world of Ysola -- Beetles, beasties, and bunnies in your back pocket -- Doorway to games -- Measuring resonant success -- Games not gamification. |
| Record Nr. | UNINA-9910524895803321 |
Klopfer Eric
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| Cambridge, : The MIT Press, 2018 | ||
| Lo trovi qui: Univ. Federico II | ||
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