Learning, Education and Games. Volume One: Curricular and Design Considerations
by Karen Schrier, et al.
Publisher: ETC Press 2014
Number of pages: 295
This book is perfect for any educator or designer seeking an introduction to research-driven best practices for using and designing games for learning. This book provides the latest research and techniques for designing games for a variety of curricular needs -- including STEM, literacy learning, history education, music, and computational, ethical, and critical thinking.
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by Jose P. Zagal - ETC Press
This book explores ludoliteracy, or the question of what it means to understand games, by looking at the challenges and problems faced by students taking games-related classes. It examines the broader implications for supporting games education.
by Drew Davidson et al. - Lulu.com
This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. Throughout, the promises and problems of implementing games and media in learning experiences are explored.
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The book explores the central role that the visual plays in a multimediated, computerized culture. The contributors to this collection and the editors ask how we can exploit the intersections between the visual and the verbal to improve learning.
by Kathleen Fitzpatrick - NYU Press
Planned Obsolescence is both a provocation to think more broadly about the academy's future and an argument for reconceiving that future in more communally-oriented ways. Kathleen Fitzpatrick focuses on the technological changes...