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The digital technologies of the 21st century are reshaping how we experience storytelling. More than ever before, storylines from the world's most popular narratives cross from the pages of books to the movie theatre, to our television screens and in comic books series. Plots intersect and intertwine, allowing audiences many different entry points to the narratives. In this sometimes bewildering array of stories across media, one thing binds them together: their large-scale fictional world. Collaborative Worldbuilding for Writers and Gamers describes how writers can co-create vast worlds for use as common settings for their own stories. Using the worlds of Star Wars, Lord of the Rings, A Gam...
Creative writing is a responsive human activity. We use it to respond to the world, to our feelings, to ideas, to observations, to other people, to historical and cultural events, and to the wonders created in our imaginations. This book shows how we go about doing this responding. Contributors discuss practice-led research in creative writing. They look at the ways a writer can use language or employ genre and consider how we each define themes and subjects and use writing techniques to explore to these themes and subjects. In examining creative writing teaching, the contributions gathered here suggest that teaching can be more responsive, more engaged with student interests, and more successful. This book shows that exploring creative writing, through a variety of means, can produce inventive, energetic results that can improve our own creative writing, as well as substantially contribute to our critical understanding of creative writing.
The Elder Scrolls V: Skyrim is one of the bestselling and most influential video games of the past decade. From the return of world-threatening dragons to an ongoing civil war, the province of Skyrim is rich with adventure, lore, magic, history, and stunning vistas. Beyond its visual spectacle alone, Skyrim is an exemplary gameworld that reproduces out-of-game realities, controversies, and histories for its players. Being Dragonborn, then, comes to signify a host of ethical and ideological choices for the player, both inside and outside the gameworld. These essays show how playing Skyrim, in many ways, is akin to "playing" 21st century America with its various crises, conflicts, divisions, and inequalities. Topics covered include racial inequality and white supremacy, gender construction and misogyny, the politics of modding, rhetorics of gameplay, and narrative features.
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.
As the online world of creative writing teaching, learning, and collaborating grows in popularity and necessity, this book explores the challenges and unique benefits of teaching creative writing online. This collection highlights expert voices who have taught creative writing effectively in the online environment, to broaden the conversation regarding online education in the discipline, and to provide clarity for English and writing departments interested in expanding their offerings to include online creative writing courses but doing so in a way that serves students and the discipline appropriately. Interesting as it is useful, Theories and Strategies for Teaching Creative Writing Online offers a contribution to creative writing scholarship and begins a vibrant discussion specifically regarding effectiveness of online education in the discipline.
Silver Medalist, 2019 Independent Publisher Book Awards in the Education (Commentary/Theory) Category At a time when Twitter, Facebook, blogs, Instagram, and other social media dominate our interactions with one another and with our world, the teaching of writing also necessarily involves the employment of multimodal approaches, visual literacies, and online learning. Given this new digital landscape, how do we most effectively teach and create various forms of "personal writing" within our rhetoric and composition classes, our creative writing classes, and our community groups? Contributors to Getting Personal offer their thoughts about some of the positives and negatives of teaching and using personal writing within digital contexts. They also reveal intriguing teaching activities that they have designed to engage their students and other writers. In addition, they share some of the innovative responses they have received to these assignments. Getting Personal is about finding ways to teach and use personal writing in the digital age that can truly empower writing teachers, writing students, as well as other community members.
Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy...
In fantastic worlds like Gondor, Westeros, Ankh-Morpork, Waterdeep, and Hogsmeade, the societies that inhabit them play important roles in capturing the feel of their settings. Societies create characters and plots, provide space for action, and reflect history. Building vibrant and interesting societies is a core element of worldbuilding in the fantasy genres. This guide walks the reader through different aspects of societies to help construct fictional worlds with greater ease. Examples of societies built by numerous authors in the fantasy, urban/modern fantasy, and paranormal romance genres are interwoven to illustrate concepts. Throughout, this book is descriptive and suggestive rather than prescriptive, and is intended to inform as well as inspire the worldbuilder.
Lacking a digital crystal ball, we cannot predict the future of education or the precise instructional role games will have going forward. Yet we can safely say that games will play some role in the future of K?12 and higher education, and members of the games community will have to choose between being passive observers or active, progressive contributors to the complex and often political process of weaving together pedagogy, technology, and culture. This will involve agreeing that games—or, more specifically, game mechanics and the engagement in joyful learning that they engender—are not only critical for shaping online and classroom instruction but also the evolution of schooling as ...
These are exciting times for creative writing. In a digital age, the ability to move between types of writing and technologies - often at speed - is increasingly essential for writers. Yet, such flexibility can be difficult to achieve, and, how to develop it remains a pressing challenge. The Multimodal Writer combines theory, practitioner case studies and insightful writing exercises to support writers tackling the challenges and embracing the opportunities that come with new media technologies. Including interviews with a selection of internationally acclaimed authors, such as Simon Armitage, Robert Coover and Rhianna Pratchett, this book equips writers with the tools to not just survive but, rather, thrive in an era characterised by fast-paced change. With its focus on writing across genres, modes and media, this book is ideal for students of creative writing, professional writing, media writing and journalism.