You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
Designed to strengthen the teaching of mathematics in the elementary grades, this book focuses on helping teachers engage in instruction based on learning trajectories (LTs). Renowned scholars, including professional development researcher Hilda Borko, examine four exemplary projects with details on professional development design, teacher learning, and project implementation. Contributors include Hilda Borko, Douglas H. Clements, Susan B. Empson, Victoria R. Jacobs, and Julie Sarama. “This is an amazingly important and valuable resource for mathematics teachers and leaders at any level. It provides the background and understandings so critical for teachers and teacher leaders to regularly...
How do we make space for video games in the places where we live, work, and play—and who is allowed to feel welcome there? Despite attempts to expand games beyond their conventional audience of young men, the physical contexts of gameplay and production remain off-limits and unsafe for so many. The Grounds of Gaming explores the physical places where games are played and how they contribute to the persistence of gaming's problematic politics. Drawing on fieldwork in an array of sites, author Nicholas Taylor explores the real-world settings where games are played, watched, discussed and designed. Sometimes these places are sticky, dark, and stinky; other times they are pristine and well appointed. Situating its chapters in such scenes as domestic gaming setups, campus computer labs, LAN parties, esports arenas, and convention centers, Taylor maps the infrastructural connections between games, place, masculinity, and whiteness. By inviting us to reconsider gaming's cultural politics from the ground up, The Grounds of Gaming offers new theoretical insights and practical resources regarding how to make game cultures and industries more inclusive.
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. ...
The cultural ramifications of online live streaming, including its effects on identity and power in digital spaces. Some consider live streaming—the broadcasting of video and/or audio footage live online—simply an internet fad or source of entertainment, yet it is at the center of the digital mediation of our lives. In this edited volume, Johanna Brewer, Bo Ruberg, Amanda L. L. Cullen, and Christopher J. Persaud present a broad range of essays that explore the cultural implications of live streaming, paying special attention to how it is shifting notions of identity and power in digital spaces. The diverse set of international authors included represent a variety of perspectives, from di...
Video games are both physically and cognitively demanding—so what does that mean for those with a disability or mental illness? Though they may seem at odds, Ability Machines illuminates just how vital video games are to understanding our bodies and abilities. In Ability Machines, Sky LaRell Anderson shows us how video games can help us imagine what our abilities mean and how they engage us physically, behaviorally, and cognitively to envision our agency beyond limitations. On the surface, this can mean games provide power fantasies; more profoundly, games can fundamentally reshape cultural and personal understandings of mental health, illness, disability, and accessibility. Video games are indeed ability machines that produce a reimagined state of agency. Featuring a comparative analysis of key video game titles, including Metal Gear Solid V, Wolfenstein II, Celeste, Devil May Cry 5, Hellblade: Senua's Sacrifice, Hades, Nier: Automata, and more, Ability Machines tackles larger questions of ability and how our bodies relate to interactive media.
Disability interactions (DIX) is a new approach to combining cross-disciplinary methods and theories from Human Computer Interaction (HCI), disability studies, assistive technology, and social development to co-create new technologies, experiences, and ways of working with disabled people. DIX focuses on the interactions people have with their technologies and the interactions which result because of technology use. A central theme of the approach is to tackle complex issues where disability problems are part of a system that does not have a simple solution. Therefore, DIX pushes researchers and practitioners to take a challenge-based approach, which enables both applied and basic research t...
The purpose of this Open Access compendium, written by experienced researchers in mathematics education, is to serve as a resource for early career researchers in furthering their knowledge of the state of the field and disseminating their research through publishing. To accomplish this, the book is split into four sections: Empirical Methods, Important Mathematics Education Themes, Academic Writing and Academic Publishing, and a section Looking Ahead. The chapters are based on workshops that were presented in the Early Career Researcher Day at the 13th International Congress on Mathematical Education (ICME-13). The combination of presentations on methodological approaches and theoretical pe...
This volume brings together scholarly theories and practices on speculative fiction from the Nordic countries, including Denmark, Finland, Iceland, Norway, and Sweden, that are all rooted in similar values, culture, and history yet are independent and unique societies. The book exhibits both the convergences and the diversity of the Nordics in fiction and fandom as well as in research. It traces the roots of Nordic speculative fiction, how it has developed over time, and how the changes in Nordic environments and societies caused by overhanging shared global issues – such as climate change, mass migration, and technological acceleration – find space in speculative practices. The first of...
Why games are still niche and not mainstream, and how journalism can help them gain cultural credibility. Mainstreaming and Game Journalism addresses both the history and current practice of game journalism, along with the roles writers and industry play in conveying that the medium is a “mainstream” form of entertainment. Through interviews with reporters, David B. Nieborg and Maxwell Foxman retrace how the game industry and journalists started a subcultural spiral in the 1980s that continues to this day. Digital play became increasingly exclusionary by appealing to niche audiences, relying on hardcore fans and favoring the male gamer stereotype. At the same time, this culture pushed jo...
This Handbook offers a rich survey of topics concerning historical, modern and contemporary Chinese genders and sexualities. Exploring gender and sexuality as key dimensions of China’s modernisation and globalisation, this Handbook effectively situates Chinese gender and sexuality in transnational and transcultural contexts. It also spotlights nonnormative practices and emancipatory potentials within mainstream, heterosexual-dominated and patriarchally structured settings. It serves as a definitive study, research and resource guide for emerging gender and sexuality issues in the Chinese-speaking world. This Handbook covers interdisciplinary methodologies, perspectives and topics, including: History Literature Art Fashion Migration Translation Sex and desire Film and television Digital media Star and fan cultures Fantasies and lives of women and LGBTQ+ groups Social movements Transnational feminist and queer politics Paying acute attention to nonnormative genders and sexualities and emphasising the intersectionality of gender, sexuality, nationality, ethnicity and class, this Handbook offers an essential, field-defining text to Chinese gender and sexuality studies.