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Families at Play
  • Language: en
  • Pages: 213

Families at Play

  • Type: Book
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  • Published: 2024-07-02
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  • Publisher: MIT Press

How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father t...

Families at Play
  • Language: en
  • Pages: 213

Families at Play

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

How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father t...

Disconnected
  • Language: en
  • Pages: 199

Disconnected

  • Type: Book
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  • Published: 2016-09-02
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  • Publisher: MIT Press

How young people think about the moral and ethical dilemmas they encounter when they share and use online content and participate in online communities. Fresh from a party, a teen posts a photo on Facebook of a friend drinking a beer. A college student repurposes an article from Wikipedia for a paper. A group of players in a multiplayer online game routinely cheat new players by selling them worthless virtual accessories for high prices. In Disconnected, Carrie James examines how young people and the adults in their lives think about these sorts of online dilemmas, describing ethical blind spots and disconnects. Drawing on extensive interviews with young people between the ages of 10 and 25,...

Hanging Out, Messing Around, and Geeking Out, Tenth Anniversary Edition
  • Language: en
  • Pages: 465

Hanging Out, Messing Around, and Geeking Out, Tenth Anniversary Edition

  • Type: Book
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  • Published: 2019-09-24
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  • Publisher: MIT Press

The tenth-anniversary edition of a foundational text in digital media and learning, examining new media practices that range from podcasting to online romantic breakups. Hanging Out, Messing Around, and Geeking Out, first published in 2009, has become a foundational text in the field of digital media and learning. Reporting on an ambitious three-year ethnographic investigation into how young people live and learn with new media in varied settings—at home, in after-school programs, and in online spaces—it presents a flexible and useful framework for understanding the ways that young people engage with and through online platforms: hanging out, messing around, and geeking out, otherwise kn...

Becoming Scientific
  • Language: en
  • Pages: 258

Becoming Scientific

What does it mean to be ‘sciencey’? Why do some people of all ages engage avidly with space and astronauts, birds and butterflies, chemicals and equations, while others detest and ‘hate’ the very ideas? This book develops in-depth analyses of the ‘science identities’ of very different people—young and old of diverse backgrounds—in order to explore their immersion in, and entanglement with, the processes of learning science. At the centre of the book lies a collection of their ‘science life’ stories, detailing their engagement with both formal education in schools and colleges, and informal science learning in the culture of everyday life. The text highlights how science educators, teachers, parents and science communicators more generally can foster and support the formation and transformation of people’s science identities, providing strategies to support the learning journey of children, adolescents and adults within a broad range of learning environments.

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
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  • Published: 2016
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  • 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.

Creative and Collaborative Learning through Immersion
  • Language: en
  • Pages: 245

Creative and Collaborative Learning through Immersion

This book includes instructional design and practice of how immersive technology is integrated in discipline-based and interdisciplinary curriculum design. It focuses on pedagogical models and learning outcomes of immersive learning experiences and demonstrates how immersive learning can be applied in industries. This book brings scholars, researchers and educators together around an international and interdisciplinary consolidation and reflection on learning through immersion. The originality lies in how advanced technology and contemporary pedagogical models can integrate to enhance student engagement and learning effectiveness in higher education.

Redefining Geek
  • Language: en
  • Pages: 325

Redefining Geek

After six years teaching technology classes to first-generation, low-income middle-school students in Oakland, California, Cassidy Puckett has seen firsthand that being good with technology is not something people are born with-it's something they learn. In "Redefining Geek", she overturns the stereotypes around the digitally savvy and identifies the habits that can help everyone cultivate their inner geek. -- "Through her solid research and her experiences with working with diverse student learners, Puckett does an exemplary job in helping readers understand and rethink what it means to be technologically competent... This knowledge and her guidance-coupled with a thorough examination of how our biases can further exacerbate the digital divide- is beneficial in designing tech curriculum and programs that are more inclusive and supportive to the diverse communities that they are serving. A must-read for any professional seeking to improve and advance technology education." -- Susanne Tedrick, author of "Women of Color in Tech"

Digitising Early Childhood
  • Language: en
  • Pages: 388

Digitising Early Childhood

Focusing on the digital lives of children aged eight and under, and paying attention to their parents and educators, this book showcases research findings from the UK, Denmark, Turkey, Indonesia and Australia. The authors’ disciplinary backgrounds are as diverse as their cultural contexts, and the volume brings together insights from education, media studies, sociology, cultural studies, physiotherapy, and communication studies. Covering both positive and negative perspectives, it contributes to existing research on young children’s online interactions. This book will be of interest to students and researchers in early years’ care and education, media, communication and cultural studies, human-computer interaction and technology studies, and the sociology of childhood and the family.

Values at Play in Digital Games
  • Language: en
  • Pages: 222

Values at Play in Digital Games

  • Type: Book
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  • Published: 2016-09-02
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  • Publisher: MIT Press

A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at...