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

Making Games for Impact

  • Type: Book
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  • Published: 2021-10-26
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  • 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 ...

Video Games and Learning
  • Language: en

Video Games and Learning

Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.

Games, Learning, and Society
  • Language: en
  • Pages: 489

Games, Learning, and Society

This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.

Mirror Images
  • Language: en
  • Pages: 244

Mirror Images

  • Categories: Art
  • Type: Book
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  • Published: 2008
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  • Publisher: Peter Lang

This book considers education in both formal and informal settings, and looks critically at the accepted dichotomy between education and popular culture. It argues that popular culture is capable of educating and that education shares many characteristics with popular culture, and tries to overcome these dichotomous relationships while also trying to clarify the reciprocal effects between the two.

Pastplay
  • Language: en
  • Pages: 347

Pastplay

A collection of scholars and teachers of history unpack how computing technologies are transforming the ways that we learn, communicate, and teach.

Design-based Research
  • Language: en
  • Pages: 219

Design-based Research

Over a decade ago the concept of "design experiments" was introduced because of the belief that many of questions could not be adequately addressed by laboratory-based experiments. Since then, design-based research as a term has grown in popularity and significance. The core manuscripts of this special issue respond to the questions: What constitutes design-based research? Why is it important? What are the methods to carry it out? At the end of this issue, two strong commentaries situate this work and challenge the community with new questions and issues that must be answered if design-based research is going to help advance work in ways that others judge as worthwhile and significant.

Beyond Fun
  • Language: en
  • Pages: 208

Beyond Fun

  • Type: Book
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  • Published: 2008
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  • Publisher: Lulu.com

This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. A facet of this project is the interactive and collaborative method in which it was created. Instead of separated individual articles, the authors and editors have orchestrated the articles together, reading and writing as a whole so that the concepts across the articles resonate with each other. It is our intention that this text will serve as the basis of many more discussions across conference panels, online forums and interactive media that in turn will engender more special collaborative issues and texts.

The Role-Playing Society
  • Language: en
  • Pages: 321

The Role-Playing Society

  • Type: Book
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  • Published: 2016-03-01
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  • Publisher: McFarland

Since the release of Dungeons & Dragons in 1974, role-playing games (RPGs) have spawned a vibrant industry and subculture whose characteristics and player experiences have been well explored. Yet little attention has been devoted to the ways RPGs have shaped society at large over the last four decades. Role-playing games influenced video game design, have been widely represented in film, television and other media, and have made their mark on education, social media, corporate training and the military. This collection of new essays illustrates the broad appeal and impact of RPGs. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for "serious" RPGs to provoke awareness and social change. The contributors discuss the myriad subtle (and not-so-subtle) ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture.

Real-Time Research
  • Language: en
  • Pages: 196

Real-Time Research

  • Type: Book
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  • Published: 2010
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  • Publisher: Lulu.com

Real-Time Research is all about reconnecting with the thrill of discovery that initially led us into the age of science - ask an intriguing question, refine it with a diverse group of exciting minds, then go look for an answer. This zooms in on what is fun about science and excites the desire to quickly test more and more ideas, questions, and projects. This book not only equips you to coordinate RTR experiences, but provides a delightful collection of RTR group findings from the last two years in the fields of education, gaming, and media studies for you to enjoy and use. Each provides a glimpse into the playful minds of today's leading scholars.

Design Research
  • Language: en
  • Pages: 352

Design Research

  • Type: Book
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  • Published: 2003-10-24
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  • Publisher: MIT Press

How the tools of design research can involve designers more directly with objects, products and services they design; from human-centered research methods to formal experimentation, process models, and application to real world design problems. The tools of design research, writes Brenda Laurel, will allow designers "to claim and direct the power of their profession." Often neglected in the various curricula of design schools, the new models of design research described in this book help designers to investigate people, form, and process in ways that can make their work more potent and more delightful. "At the very least," Peter Lunenfeld writes in the preface, "design research saves us from...