Welcome to our book review site go-pdf.online!

You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.

Sign up

Diversifying Digital Learning
  • Language: en
  • Pages: 225

Diversifying Digital Learning

  • Type: Book
  • -
  • Published: 2018-02
  • -
  • Publisher: JHU Press

Many Schools and programs in low-income neighborhoods lack access to the technological resources that those in middle- and upper-income neighborhoods have at their fingertips. This inequity creates a persistent divide in both formal and informal digital literacy that further marginalizes youths from minority and first-generation communities. Diversifying Digital Learning outlines the pervasive problems that exist with ensuring digital equity and identifies successful strategies to tackle the issue. Bringing together top scholars to discuss how digital equity in education might become a key goal in American education, this book is structured to provide a framework for understanding how histor...

Ctrl-Alt-Play
  • Language: en
  • Pages: 227

Ctrl-Alt-Play

  • Type: Book
  • -
  • Published: 2013-02-07
  • -
  • Publisher: McFarland

The word "control" has many implications for video games. On a basic level, without player control, there is no experience. Much of the video game industry focuses on questions of control and ways to improve play to make the gamer feel more connected to the virtual world. The sixteen essays in this collection offer critical examinations of the issue of control in video games, including different ways to theorize and define control within video gaming and how control impacts game design and game play. Close readings of specific games--including Grand Theft Auto IV, Call of Duty: Black Ops, and Dragon Age: Origins--consider how each locates elements of control in their structures. As video games increasingly become a major force in the media landscape, this important contribution to the field of game studies provides a valuable framework for understanding their growing impact.

Well Played 3.0
  • Language: en
  • Pages: 348

Well Played 3.0

  • Type: Book
  • -
  • Published: 2011
  • -
  • Publisher: Lulu.com

Following on Well Played 1.0 and 2.0, this book will also be full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors will analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create fulfilling a playing experience unique to this medium. Contributors will again be looking at video games, some that were covered in Well Played 1.0 and 2.0 as well as new ones, in order to provide a variety of perspectives on more great games.

Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming
  • Language: en
  • Pages: 320

Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming

  • Type: Book
  • -
  • Published: 2016
  • -
  • Publisher: Lulu.com

In Diversifying Barbie and Mortal Kombat, the third edited volume in the series that includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, we expand the discussions on gender, race, and sexuality in gaming. We include intersectional perspectives on the experiences of diverse players, non-players and designers and promote inclusive designs for broadening access and participation in gaming, design and development. Contributors from media studies, gender studies, game studies, educational design, learning sciences, computer science, and game development examine who plays, how they play, where and what they play, why they play (or choose not to play), and with whom they play. This volume further explores how we can diversify access, participation and design for more inclusive play and learning.

Relational Sociology and Research on Schools, Colleges, and Universities
  • Language: en
  • Pages: 204

Relational Sociology and Research on Schools, Colleges, and Universities

  • Type: Book
  • -
  • Published: 2020-05-01
  • -
  • Publisher: SUNY Press

Brings relational sociology to bear on educational research. Relational sociology was conceived by theorists frustrated by what they viewed as an incomplete accounting of social reality. Torn between notions of structural rigidity, on the one hand, and rational choice individualism, on the other, relational sociologists have sought new units of analysis. Social reality, they have argued, is manufactured through relationships. People are who they are, and society is what it is, not because of some individual or collective “essence” but because of the networks that social beings build among one another. Relational Sociology and Research on Schools, Colleges, and Universities demonstrates t...

Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond
  • Language: en
  • Pages: 584

Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

  • Type: Book
  • -
  • Published: 2019-11-18
  • -
  • Publisher: Lulu.com

Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.

Virtual Literacies
  • Language: en
  • Pages: 281

Virtual Literacies

  • Type: Book
  • -
  • Published: 2013
  • -
  • Publisher: Routledge

This book provides an evaluation and appreciation of the learning, teaching and instruction that can occur in digital environments. Mass media accounts of digital culture are invariably predicated on a technologically determinist vision, on the one hand promoting a utopian view of the future while on the other fueling moral panic by emphasizing views of alienation and danger in life online. In this book, children, young people and those who work with them are revealed as active agents with possibilities to navigate new paths.

The International Encyclopedia of Digital Communication and Society, 3 Volume Set
  • Language: en
  • Pages: 1024

The International Encyclopedia of Digital Communication and Society, 3 Volume Set

The International Encyclopedia of Digital Communication and Society offers critical assessments of theoretical and applied research on digitally-mediated communication, a central area of study in the 21st century. Unique for its emphasis on digital media and communication and for its use of business and management perspectives, in addition to cultural, developmental, political and sociological perspectives Entries are written by scholars and some practitioners from around the world, with exceptional depth and international scope of coverage in five themes: Social Media, Commercial Applications, Online Gaming, Law and Policy, and Information and Communicative Technology for Development Featur...

The Computer Supported Collaborative Learning (CSCL) Conference 2013, Volume 2
  • Language: en
  • Pages: 546

The Computer Supported Collaborative Learning (CSCL) Conference 2013, Volume 2

  • Type: Book
  • -
  • Published: 2014-04-23
  • -
  • Publisher: Lulu.com

The Computer Supported Collaborative Learning (CSCL) Conference 2013 proceedings, Volume 2

Making Games for Impact
  • Language: en
  • Pages: 253

Making Games for Impact

  • Type: Book
  • -
  • Published: 2021-10-26
  • -
  • Publisher: MIT Press

Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game. Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series ...