Connected Gaming

Connected Gaming
Author: Yasmin B. Kafai,Quinn Burke
Publsiher: MIT Press
Total Pages: 221
Release: 2024-03-19
Genre: Education
ISBN: 9780262551557

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How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.

Teaching in the Game Based Classroom

Teaching in the Game Based Classroom
Author: David Seelow
Publsiher: CRC Press
Total Pages: 188
Release: 2021-07-12
Genre: Education
ISBN: 9781000411737

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Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches. Middle and high school educators will find engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more.

We the Gamers

We the Gamers
Author: Karen Schrier
Publsiher: Oxford University Press
Total Pages: 401
Release: 2021
Genre: Education
ISBN: 9780190926106

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Combining research-based perspectives and current examples including Minecraft and Animal Crossing : New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.

Digital Games Revised Edition

Digital Games  Revised Edition
Author: Ananda Mitra
Publsiher: Infobase Holdings, Inc
Total Pages: 126
Release: 2020-03-01
Genre: Science
ISBN: 9781438182650

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In 2006, about 67 percent of Americans played video games using a computer or game console such as PlayStation, Xbox, or Wii. Video games have come a long way since they were developed in the 1970s. In the past, game programs used a computer-like gadget that could be connected to the television. The players would look at the image on the television screen, hence the name "video game." With the development of personal computers in the 1980s, the computer monitor became a more popular display device, leading to the new term "computer game." These terms, along with "digital game," are now interchangeable. Digital Games, Revised Edition explains the history of digital games, explores how the games have affected players and society, and discusses emerging trends in the digital gaming industry.

The Ecology of Games

The Ecology of Games
Author: Katie Salen Tekinbas
Publsiher: MIT Press
Total Pages: 289
Release: 2007-11-30
Genre: Games & Activities
ISBN: 9780262693646

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An exploration of games as systems in which young people participate as gamers, producers, and learners. In the many studies of games and young people's use of them, little has been written about an overall “ecology” of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games—which so far has been vociferous but overly polemical and surprisingly shallow. Game play is credited with fostering new forms of social organization and new ways of thinking and interacting; the contributors work to situate this within a dynamic media ecology that has the participatory nature of gaming at its core. They look at the ways in which youth are empowered through their participation in the creation, uptake, and revision of games; emergent gaming literacies, including modding, world-building, and learning how to navigate a complex system; and how games act as points of departure for other forms of knowledge, literacy, and social organization. Contributors Ian Bogost, Anna Everett, James Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy, Jane McGonigal, Cory Ondrejka, Amit Pitaru, Tom Satwicz, Kurt Squire, Reed Stevens, S. Craig Watkins

Networking and Online Games

Networking and Online Games
Author: Grenville Armitage,Mark Claypool,Philip Branch
Publsiher: John Wiley & Sons
Total Pages: 232
Release: 2006-08-04
Genre: Technology & Engineering
ISBN: 9780470030462

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The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.

All About Online Gaming

All About Online Gaming
Author: Jill Sherman
Publsiher: North Star Editions, Inc.
Total Pages: 32
Release: 2017-01-01
Genre: Juvenile Nonfiction
ISBN: 9781635171747

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Explores the fascinating world of online gaming. With colorful spreads featuring fun facts, sidebars, and a "How It Works" feature, the book provides an inspiring look at this exciting technology.

Magistrates Cases Relating to the Poor Law the Criminal Law Licensing and Other Subjects Chiefly Connected with the Duties and Office of Magistrates

Magistrates  Cases Relating to the Poor Law  the Criminal Law  Licensing and Other Subjects Chiefly Connected with the Duties and Office of Magistrates
Author: Anonim
Publsiher: Unknown
Total Pages: 432
Release: 1897
Genre: Judges
ISBN: HARVARD:HL5JN6

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