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Learning in Video Game Affinity Spaces
  • Language: en

Learning in Video Game Affinity Spaces

The authors consider games as importantly, the social interactions around games, not in terms of how they should be managed or incorporated into existing educational structures, but for what they tell us about the forms of learning and literacy that are already instantiated within the use of these media.

Social Exclusion, Power, and Video Game Play
  • Language: en
  • Pages: 284

Social Exclusion, Power, and Video Game Play

While many books and articles are emerging on the new area of game studies and the application of computer games to learning, therapeutic, military, and entertainment environments, few have attempted to contextualize the importance of virtual play within a broader social, cultural, and political environment that raises the question of the significance of work, play, power, and inequalities in the modern world. Studies tend to concentrate on the content of virtual games, but few have questioned how power is produced or reproduced by publishers, gamers, or even social media; how social exclusion (based on race, class, or gender) in the virtual environment is reproduced from the real world; and how actors are able to use new media to transcend their fears, anxieties, prejudices, and assumptions. The articles presented by the contributors in this volume represent cutting-edge research in the area of critical game play with the hope of drawing attention to the need for more studies that are both sociological and critical.

Sherlock Holmes and Philosophy
  • Language: en
  • Pages: 386

Sherlock Holmes and Philosophy

  • Type: Book
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  • Published: 2011-10-11
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  • Publisher: Open Court

This entertaining collection of essays shows that Sherlock Holmes sees things others don’t. He sees the world in a different way, and by so doing, allows us to see that same world – and human behavior – in different ways as well. Oh, sure, there have been countless detectives who have followed in his footsteps and who seem to rival his abilities. Just turn on the TV or browse the local bookshop and you’ll find idiosyncratic super sleuths using forensics and reasoning to solve a whole host of crimes and misdeeds. And yet no one rivals our dear, dear Holmes. Why does Sherlock reign, even more than a century later, as king? Can this mystery be solved? Unable to reach either Holmes or Wa...

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

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

Teacher Pioneers
  • Language: en
  • Pages: 394

Teacher Pioneers

  • Type: Book
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  • Published: 2016-11-18
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  • Publisher: Lulu.com

Teachers work with students, parents, administrators, coaches, camp counselors, education researchers, postsecondary institutions, teachers of other grades and other subjects-in short, teachers accomplish their daily miracles through collaboration by asking questions about what they don't know and sharing what they do. This book was written by teacher pioneers to share their collaborating, their designing, and their exploring.

Developments in Current Game-Based Learning Design and Deployment
  • Language: en
  • Pages: 454

Developments in Current Game-Based Learning Design and Deployment

  • Type: Book
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  • Published: 2012-07-31
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  • Publisher: IGI Global

Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes. Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.

Disability Media Studies
  • Language: en
  • Pages: 441

Disability Media Studies

  • Type: Book
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  • Published: 2017-10-03
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  • Publisher: NYU Press

Introduces key ideas and offers a sense of the new frontiers and questions in the emerging field of disability media studies Disability Media Studies articulates the formation of a new field of study, based in the rich traditions of media, cultural, and disability studies. Necessarily interdisciplinary and diverse, this collection weaves together work from scholars from a variety of disciplinary homes, into a broader conversation about exploring media artifacts in relation to disability. The book provides a comprehensive overview for anyone interested in the study of disability and media today. Case studies include familiar contemporary examples—such as Iron Man 3, Lady Gaga, and Oscar Pis...

World of Warcraft and Philosophy
  • Language: en
  • Pages: 430

World of Warcraft and Philosophy

World of Warcraft is the most popular ever MMORPG (massively multiplayer online role playing game), with over twelve million subscribers and growing every day. WoW is everywhere - from episodes of South Park and The Simpsons, to online series like Watch the Guild, accolades and awards from game critics, prime-time commercials with William Shatner and Mr. T., and even criminal and civil courts in the real world. People marry and divorce individuals they have met in the game, realworld financial markets thrive in virtual WoW property, parents have their kids treated' for Warcraft addiction, and real-world lawsuits, vendettas, and murders have been provoked by the game. Since identities are kno...

Gamification in the RhetComp Curriculum
  • Language: en
  • Pages: 334

Gamification in the RhetComp Curriculum

  • Type: Book
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  • Published: 2023-01-17
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  • Publisher: Vernon Press

Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.

Environmental Rhetoric and Ecologies of Place
  • Language: en
  • Pages: 263

Environmental Rhetoric and Ecologies of Place

  • Type: Book
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  • Published: 2013-07-18
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  • Publisher: Routledge

Understanding how rhetoric, and environmental rhetoric in particular, informs and is informed by local and global ecologies contributes to our conversations about sustainability and resilience — the preservation and conservation of the earth and the future of human society. This book explores some of the complex relationships, collaborations, compromises, and contradictions between human endeavor and situated discourses, identities and landscapes, social justice and natural resources, movement and geographies, unpacking and grappling with the complexities of rhetoric of presence. Making a significant contribution to exploring the complex discursive constructions of environmental rhetorics ...