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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.

Knowledge Games
  • Language: en
  • Pages: 281

Knowledge Games

  • Type: Book
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  • Published: 2016-06-15
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  • Publisher: JHU Press

Are games the knowledge-producers of the future? Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games—such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze bre...

Learning, Problem Solving, and Mindtools
  • Language: en
  • Pages: 333

Learning, Problem Solving, and Mindtools

  • Type: Book
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  • Published: 2013-04-12
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  • Publisher: Routledge

Learning, Problem Solving, and Mindtools is inspired by the substantial body of learning research by David H. Jonassen in the areas of mind tools and problem solving. The focus of the volume is on educational technology, especially with regard to how new technologies have facilitated and supported problem solving and critical thinking. Each chapter focuses on a particular aspect of learning with technology and elaborates the implications for the design and implementation of learning environments and activities aimed at improving the conceptualization of problems, reasoning and higher-order thinking, and solving challenging problems. This collection of scholarly essays provides a highly engaging treatment of using tools and technologies to improve problem solving; multiple perspectives on integrating educational technology to support learning in complex and challenging problem solving domains; guidance for the design of instruction to support problem solving; a systemic account of the relationships between mental models, instructional models, and assessment models; and a look into the future of educational technology research and practice.

Design Research on Learning and Thinking in Educational Settings
  • Language: en
  • Pages: 307

Design Research on Learning and Thinking in Educational Settings

  • Type: Book
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  • Published: 2012-04-23
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  • Publisher: Routledge

The key question this book addresses is how to identify and create optimal conditions for the kind of learning and development that is especially important for effectively functioning in the 21st century. Taking a new approach to this long-debated issue, it looks at how a design research-based science of learning (with its practical models and related design research) can provide insights and integrated models of how human beings actually function and grow in the social dynamics of educational settings with all their affordances and constraints. More specifically: How can specific domains or subject matters be taught for broad intellectual development? How can technology be integrated in enhancing human functioning? How can the social organization of classroom learning be optimized to create social norms for promoting deep intellectual engagement and personal growth? Part I is concerned with broad conceptual and technical issues regarding cultivating intellectual potential, with a focus on how design research might fill in an important a niche in addressing these issues. Part II presents specific design work in terms of design principles, models, and prototypes.

Learning Sciences Research for Teaching
  • Language: en
  • Pages: 373

Learning Sciences Research for Teaching

Learning Sciences Research for Teaching provides educators with a fresh understanding of the use and implications of learning sciences scholarship on their studies and professional preparation. A highly interdisciplinary field, the learning sciences has been expressly focused on the advancement of teaching and learning in today’s schools. This introductory yet cutting-edge resource supports graduate students of teaching, leadership, curriculum, and learning design in research methodology courses as they engage with and evaluate research claims; integrate common methods; and understand experimental, case-based, ethnographic, and design-based research studies. Spanning the learning science’s state-of-the-art approaches, achievements, and developments, the book includes robust, accessible coverage of topics such as professional development, quantitative and qualitative data, learning analytics, validity and integrity, and more. Please visit https://dple.nl/learning-sciences-research-for-teaching for additional resources, exercises, and a brief video introduction from the authors!

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.

The New Instructional Leadership
  • Language: en
  • Pages: 224

The New Instructional Leadership

  • Type: Book
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  • Published: 2013-10-23
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  • Publisher: Routledge

Co-published with UCEA, this exciting new textbook is the first to tackle the ISLLC Standard 2—Instructional Leadership. In light of recent curriculum reforms, accountability policies, and changing demographics, today’s leaders must not only have expertise in culture building and supervision skills, but also in adult learning, cultural funds of knowledge, curriculum, and the role of politics. The New Instructional Leadership helps aspiring school leaders examine their beliefs and practices about instructional leadership in relation to ISLLC Standard 2 and provides the theory, learning experiences, and analytical tools for effective leadership in today’s world. Chapters cover issues of ...

Teaching Tech-Savvy Kids
  • Language: en
  • Pages: 217

Teaching Tech-Savvy Kids

  • Type: Book
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  • Published: 2010-05-03
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  • Publisher: Corwin Press

Written for secondary school teachers, this resource expands educators' understanding of the relationship between their students and digital media and shows how to design learning opportunities that make the most of that relationship. Based on the findings of a three-year study on youth and their use of digital media for informal learning, this book gives teachers a deeper awareness of the characteristics of "iGeneration culture" and the dynamic potential for student learning through digital media, such as fostering collaboration, creativity, feedback, and critiques. Presented in a teacher-friendly format, each of the chapters include: - A description of each digital medium - A vignette abou...

Gaming and Simulations: Concepts, Methodologies, Tools and Applications
  • Language: en
  • Pages: 2084

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

  • Type: Book
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  • Published: 2010-11-30
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  • Publisher: IGI Global

"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.

Writing Manuals for the Masses
  • Language: en
  • Pages: 418

Writing Manuals for the Masses

This open access collection of essays examines the literary advice industry since its emergence in Anglo-American literary culture in the mid-nineteenth century within the context of the professionalization of the literary field and the continued debate on creative writing as art and craft. Often dismissed as commercial and stereotypical by authors and specialists alike, literary advice has nonetheless remained a flourishing business, embodying the unquestioned values of a literary system, but also functioning as a sign of a literary system in transition. Exploring the rise of new online amateur writing cultures in the twenty-first century, this collection of essays considers how literary advice proliferates globally, leading to new forms and genres.