The Ethics of Playing Researching and Teaching Games in the Writing Classroom

The Ethics of Playing  Researching  and Teaching Games in the Writing Classroom
Author: Richard Colby,Matthew S.S. Johnson,Rebekah Shultz Colby
Publsiher: Springer Nature
Total Pages: 339
Release: 2021-01-27
Genre: Study Aids
ISBN: 9783030633110

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This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.

Gamification in the RhetComp Curriculum

Gamification in the RhetComp Curriculum
Author: Christopher McGunnigle
Publsiher: Vernon Press
Total Pages: 334
Release: 2023-01-17
Genre: Education
ISBN: 9781648896101

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Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.

Assassin s Creed in the Classroom

   Assassin   s Creed    in the Classroom
Author: Erik Champion,Juan Francisco Hiriart Vera
Publsiher: Walter de Gruyter GmbH & Co KG
Total Pages: 266
Release: 2023-12-18
Genre: Games & Activities
ISBN: 9783111253473

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The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.

Multimodal and Digital Creative Writing Pedagogies

Multimodal and Digital Creative Writing Pedagogies
Author: Kristina Wright,Sara K. Howe
Publsiher: Rowman & Littlefield
Total Pages: 203
Release: 2023-07-21
Genre: Education
ISBN: 9781666931532

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This dynamic collection offers a breadth of expertise and informed pedagogies on teaching multimodal and digital creative writing in the college classroom. This book gives clear guidance with lesson plans, online resources, sample student work, and adaptable assignments.

Optimizing Play

Optimizing Play
Author: Christopher A. Paul
Publsiher: MIT Press
Total Pages: 201
Release: 2024-05-14
Genre: Games & Activities
ISBN: 9780262547789

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An unexpected take on how games work, what the stakes are for them, and how game designers can avoid the traps of optimization. The process of optimization in games seems like a good thing—who wouldn’t want to find the most efficient way to play and win? As Christopher Paul argues in Optimizing Play, however, optimization can sometimes risk a tragedy of the commons, where actions that are good for individuals jeopardize the overall state of the game for everyone else. As he explains, players inadvertently limit play as they theorycraft, seeking optimal choices. The process of developing a meta, or the most effective tactic available, structures decision making, causing play to stagnate. A “stale” meta then creates a perception that a game is solved and may lead players to turn away from the game. Drawing on insights from game studies, rhetoric, the history of science, ecology, and game theory literature, Paul explores the problem of optimization in a range of video games, including Overwatch, FIFA/EA Sports FC, NBA 2K, Clash Royale, World of Warcraft, and League of Legends. He also pulls extensively from data analytics in sports, where the problem has progressed further and is even more intractable than it is in video games, given the money sports teams invest to find an edge. Finally, Paul offers concrete and specific suggestions for how games can be developed to avoid the trap set by optimization run amok.

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.

The Ethics of Writing Instruction

The Ethics of Writing Instruction
Author: Michael Pemberton
Publsiher: Praeger
Total Pages: 320
Release: 2000
Genre: Business & Economics
ISBN: UOM:39015042601214

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The chapters in this volume recognize that different contexts, sites, and institutional goals will raise different sets of questions and judgements about what constitutes ethical writing instruction, ethical response to written texts, and ethical evaluation of a writers process and products. They do not aim to resolve all the ethical questions that might arise in and about composition classrooms, but they present a panoply of views, arguments, and perspectives on what it means to talk about ethics in the writing classroom and thereby encourage writing teachers to consider the ethical dimensions of their own instructional practices.

Handbook on 3D3C Platforms

Handbook on 3D3C Platforms
Author: Yesha Sivan
Publsiher: Springer
Total Pages: 507
Release: 2015-11-04
Genre: Business & Economics
ISBN: 9783319220413

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This book presents 3D3C platforms – three-dimensional systems for community, creation and commerce. It discusses tools including bots in social networks, team creativity, privacy, and virtual currencies & micropayments as well as their applications in areas like healthcare, energy, collaboration, and art. More than 20 authors from 10 countries share their experiences, research fi ndings and perspectives, off ering a comprehensive resource on the emerging fi eld of 3D3C worlds. The book is designed for both the novice and the expert as a way to unleash the emerging opportunities in 3D3C worlds. This Handbook maps with breadth and insight the exciting frontier of building virtual worlds with digital technologies. David Perkins, Research Professor, Harvard Graduate School of Education This book is from one of the most adventurous and energetic persons I have ever met. Yesha takes us into new undiscovered spaces and provides insight into phenomena of social interaction and immersive experiences that transform our lives. Cees de Bont, Dean of School of Design & Chair Professor of Design, School of Design of the Hong Kong Polytechnic University When you read 3D3C Platforms you realize what a domain like ours -- 3D printing -- can and should do for the world. Clearly we are just starting. Inspiring. David Reis, CEO, Stratasys Ltd This book provides a stunning overview regarding how virtual worlds are reshaping possibilities for identity and community. Th e range of topics addressed by the authors— from privacy and taxation to fashion and health care—provide a powerful roadmap for addressing the emerging potential of these online environments. Tom Boellstorff , Professor, Department of Anthropology, University of California, Irvine Handbook on 3D3C Platforms amassed a unique collection of multidisciplinary academic thinking. A primer on innovations that will touch every aspect of the human community in the 21st century. Eli Talmor, Professor, London Business School