What Video Games Have To Teach Us About Learning And Literacy Second Edition
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What Video Games Have to Teach Us About Learning and Literacy Second Edition
Author | : James Paul Gee |
Publsiher | : Macmillan |
Total Pages | : 256 |
Release | : 2014-12-02 |
Genre | : Education |
ISBN | : 9781466886421 |
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James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.
Good Video Games Good Learning
Author | : James Paul Gee |
Publsiher | : Peter Lang |
Total Pages | : 212 |
Release | : 2007 |
Genre | : Education |
ISBN | : 0820497037 |
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Textbook
Good Video Games and Good Learning
Author | : James Paul Gee |
Publsiher | : Unknown |
Total Pages | : 167 |
Release | : 2013 |
Genre | : Computer games |
ISBN | : 1453911626 |
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ECGBL 2022 16th European Conference on Game Based Learning
Author | : Conceição Costa |
Publsiher | : Academic Conferences and publishing limited |
Total Pages | : 842 |
Release | : 2022-10-06 |
Genre | : Education |
ISBN | : 9781914587528 |
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Proceedings of the 17th European Conference on Game Based Learning
Author | : Ton Spil,Guido Bruinsma ,Luuk Collou |
Publsiher | : Academic Conferences and publishing limited |
Total Pages | : 950 |
Release | : 2023-10-05 |
Genre | : Education |
ISBN | : 9781914587894 |
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These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.
Culturally Relevant Teaching
Author | : Megan Adams,Sanjuana Rodriguez,Kate Zimmer |
Publsiher | : Rowman & Littlefield |
Total Pages | : 130 |
Release | : 2017-05-08 |
Genre | : Education |
ISBN | : 9781475834802 |
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This edited volume includes chapters covering multiple areas of literacy education: inclusive education, early childhood education, elementary education, middle grades education, and emergent literacy across groups. The purpose of this edited volume is to provide educators and graduate students/scholars in the field of education with the knowledge, skills, and dispositions to facilitate student success.
Annual Meeting Program
Author | : American Educational Research Association |
Publsiher | : Unknown |
Total Pages | : 544 |
Release | : 2008 |
Genre | : Education |
ISBN | : STANFORD:36105129626961 |
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Connected Gaming
Author | : Yasmin B. Kafai,Quinn Burke |
Publsiher | : MIT Press |
Total Pages | : 221 |
Release | : 2016-12-23 |
Genre | : Education |
ISBN | : 9780262035378 |
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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.