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