Video Games and Learning Teaching and Participatory Culture in the Digital Age

ISBN-10: 0807751987

ISBN-13: 9780807751985

Edition: 2011

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Description: 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 analysis of games, games cultures, and educational game design. Building on over 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.

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Book details

List price: $31.95
Copyright year: 2011
Publisher: Teachers College Press, Teachers College, Columbia University
Publication date: 3/8/2011
Binding: Paperback
Pages: 312
Size: 7.00" wide x 10.00" long x 0.75" tall
Weight: 1.056
Language: English

James Paul Gee is Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is the author of Social Linguistics and Literacies, a foundational work in the field of New Literacy Studies, and Why Video Games Are Good For Your Soul.

Foreword
Preface
Acknowledgments
Possible Worlds: Why Study Video Games? Aren't They a Waste of Time?
Designing Experience, or That Evasive �Fun Factor�
Social Gaming: Possible Identities
Possible Cultures
Digital Media and Learning
Theory and Practice
Feature: The Most Fun You Can Have with Model Railroads Without Sniffing Glue
Ideological Worlds: What Makes a �Good� Educational Game?
Interest-Driven Learning
Worlds with Bias
Civilization as a Geographical Model
Ideological Worlds as Frameworks for Thinking
Meaning-Making in Ideological Worlds
Participation in Ideological Worlds
Theory and Practice
Feature: Cooperative Game Play
Teaching with Games: Learning Through Play
Before-School Corpse Retrievals
From Players to Designers
Interest-Driven Learning
Open Access
The Montessori System: Following the Needs of the Child
Toward Game-Based Pedagogies
Theory and Practice
Community Organizing for Participatory Learning
Creating a Community to Learn With
Inside Online Affinity Spaces
Education in a Digital Age: Participatory Education
Learning Through Participation
Theory and Practice
Games-to-Teach: Designing Games for Learning
Broadening the Discussion of Education and Games
Games, Popular Media, Science, and Learning
Creating a Research Agenda for Games and Education
Designing Games for Learning
Building an Educational Game from Scratch
Inventing New Genres: Environmental Detectives
Theory and Practice
Feature: Learning to Be a Full-Spectrum Warrior
Games in Classrooms: Replaying History
Teaching World History
Introducing Civ3
Failure, Trade Offs, and Just-in-Time Lectures
�This Game Isn't So Bad�: Frustration, Failure, and Appropriation
The Emergence of a Game-Playing Culture
Recursive Play
What Students Learned
Civilization Camp: Developing Expert Gamers
Creating a New Gaming Culture
Developing Gaming Expertise
Theory and Practice
The Aesthetics of Play
Games, Learning, Society: Building a Program
The Aesthetics of Game-Based Learning
Aesthetics of Being Viewtiful Joe
Apolyton University: Trajectories of Participation
During-Action Reports: Cognitive Artifacts That Organize Practice
Design Thinking
Designing Civ4
Toward an Aesthetics of Game-Based Learning
Theory and Practice
Feature: I Love Rock 'n' Roll
Design Literacy: Productive Play
Developing Game Expertise
Developing Game Fluency
Games as Occasions of Theory Building and Testing
Competition and Learning
Organizing by Competitions
Trajectories of Participation
Centers of Expertise
What Learning Occurred? A Community Well Played
Theory and Practice
Games Go to School: Situated Learning, Adaptable Curricula
Place-Based Gaming
Place-Based Learning
Learning Through Design, or How to Design an Educational Game
From Game Designer to Community Organizer
Community Organizing as Curriculum
Ramping Up
Situating Learning at South Beach
Scientific Citizenship
Scaling
Theory and Practice
The Future of Games for Learning
Creating Education Media
Independent Games
Informal Learning Contexts
Scientific Citizenship
Example: Citizen Science
Mobile Media
Creating the Future of Educational Technology
Coda: On Researching the Effectiveness of Educational Interventions
Gold Standard Research
�Science� Fetish
Health Care Envy
References
Index
About the Author
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