Postsecondary Play

Postsecondary Play
Author: William G. Tierney,Zoë B. Corwin,Tracy Fullerton,Gisele Ragusa
Publsiher: JHU Press
Total Pages: 347
Release: 2014-06
Genre: Education
ISBN: 9781421413068

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Summarizing a decade of research in game design and learning, Postsecondary Play will appeal to higher education scholars and students of learning, online gaming, education, and the media.

Postsecondary Play

Postsecondary Play
Author: William G. Tierney,Zoë B. Corwin,Tracy Fullerton,Gisele Ragusa
Publsiher: JHU Press
Total Pages: 347
Release: 2014-06-01
Genre: Education
ISBN: 9781421413075

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Games and social media can improve college access, attract and support students, and boost rates of completion. The college application process—which entails multiple forms, essays, test scores, and deadlines—can be intimidating. For students without substantial school and family support, the complexity of this process can become a barrier to access. William G. Tierney, Tracy Fullerton, and their teams at the University of Southern California approach this challenge innovatively. Using the tools of online games and social media, they have developed ways to make applying for college much less intimidating. While the vast majority of college students use social media and gaming in their everyday lives, colleges and universities have been slow to recognize and harness the power of either. Postsecondary Play explores the significance of games and social media in higher education, and particularly how they can be used to attract, retain, educate, and socialize students. Tierney, a past president of the American Educational Research Association, has gathered some of the best research on the emerging role of games and social media in the classroom and how these tools can boost student confidence and increase college access. Scholars writing from a wide variety of disciplines—college access, social media, game studies, and learning sciences—provide concrete examples to illustrate the new and complex ways in which students learn in response to social media and games. Tierney and the contributors find that, although games can be powerful tools for encouraging underserved students, quality game design and mastering the concept of play—the ability to develop skills while engaging in the game—are essential in the effective use of serious games in teaching and learning. Summarizing a decade of research in game design and learning, Postsecondary Play will appeal to higher education scholars and students of learning, online gaming, education, and the media.

Locally Played

Locally Played
Author: Benjamin Stokes
Publsiher: MIT Press
Total Pages: 287
Release: 2020-04-07
Genre: Games & Activities
ISBN: 9780262356930

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How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pokémon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the “buy local” economy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games “fit” to the local community—not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money, where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here, where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pokémon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.

Using Games and Simulations for Teaching and Assessment

Using Games and Simulations for Teaching and Assessment
Author: Harold F. O'Neil,Eva L. Baker,Ray S. Perez
Publsiher: Routledge
Total Pages: 312
Release: 2016-03-31
Genre: Computers
ISBN: 9781317814672

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Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when using games and simulations for educational purposes. Using both theoretical and empirical analyses, this collection examines cognitive, motivational, and psychometric issues with a focus on STEM content. Unlike other research-based volumes that focus solely on game design or the theoretical basis behind gaming, this book unites previously disparate communities of researchers—from civilian to military contexts as well as multiple disciplines—to critically explore current problems and illustrate how instructionally effective games and simulations should be planned and evaluated. While computer-based simulations and games have the potential to improve the quality of education and training, Using Games and Simulations for Teaching and Assessment: Key Issues shows how the science of learning should underlie the use of such technologies. Through a wide-ranging yet detailed examination, chapter authors provide suggestions for designing and developing games, simulations, and intelligent tutoring systems that are scientifically-based, outcomes-driven, and cost-conscious.

PISA Untapped Skills Realising the Potential of Immigrant Students

PISA Untapped Skills Realising the Potential of Immigrant Students
Author: OECD
Publsiher: OECD Publishing
Total Pages: 204
Release: 2012-07-16
Genre: Electronic Book
ISBN: 9789264172470

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This book provides an overview of the evidence emerging from PISA 2009 on the performance and socio-economic background of children of immigrants, their performance in school, the effects of age at arrival, and impacts of migration policies.

Gamification Concepts Methodologies Tools and Applications

Gamification  Concepts  Methodologies  Tools  and Applications
Author: Management Association, Information Resources
Publsiher: IGI Global
Total Pages: 2211
Release: 2015-03-31
Genre: Computers
ISBN: 9781466682016

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Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Advancing Sexual Consent and Agential Practices in Higher Education

Advancing Sexual Consent and Agential Practices in Higher Education
Author: Jason A. Laker,Erica M. Boas
Publsiher: Taylor & Francis
Total Pages: 287
Release: 2024-06-03
Genre: Education
ISBN: 9781040032855

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This book provides an in-depth exploration of sexual consent communication and negotiation practices among students and efforts to prevent and respond to sexual coercion and violence within the context of North American higher education institutions. Delving into the complexities of communication around sexual consent, it examines how factors such as identity, early learning experiences, societal norms, and coercive elements influence interactions among young adult postsecondary students. It emphasizes the importance of agency in intimate settings and how this is shaped by these factors. The methodology employed in this decade-long research is innovative and interview-based, providing a rich narrative from student perspectives. These narratives serve to highlight the intricate interplay between individual agency and societal expectations in intimate situations. The book also incorporates valuable insights from other experts in the field. These contributions serve to contextualize the study’s findings within the broader theoretical framework and research on the subject. This approach not only enriches the descriptions of the study but also provides a more holistic understanding of the topic. As such, the book ultimately helps to inform educational policies and professional practices to promote sexual agency and address pressing issues such as sexual coercion, violence, and assault on campus. This volume will appeal to researchers and stakeholders in higher education, including educators, upper-level students, professional practitioners, and parents. In doing so, it contributes to the conversation around creating a safer and more respectful environment in higher education institutions.

Simulations in the Political Science Classroom

Simulations in the Political Science Classroom
Author: Mark Harvey,James Fielder,Ryan Gibb
Publsiher: Taylor & Francis
Total Pages: 319
Release: 2022-08-31
Genre: Political Science
ISBN: 9781000634587

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This book is premised on the assumption that games and simulations provide welcome alternatives and supplements to traditional lectures and class discussions—especially in political science classrooms, where real-world circumstances provide ideal applications of theory and policy prescriptions. Implementing such an active learning program, however, is sometimes daunting to overburdened professors and teaching assistants. This book addresses the challenges of using games and simulations in the political science classroom, both online and in person. Each chapter offers a game or simulation that politics teachers can use to teach course concepts and explains ways to execute it effectively. In addition, the authors in this volume make a proactive case for games and simulations. Each chapter offers research to evaluate the effectiveness of the activity and pedagogical design best practices. Thus, the book not only serves as a game design resource, but also offers demonstrable support for using games and simulations in the political science classroom. Aimed at teachers at all levels, from high school through college, the book may be especially appealing to graduate students entering teaching for the first time and open to new teaching and learning approaches.