Ludoliteracy: Defining, Understanding, and Supporting Games Education
by Jose P. Zagal
Publisher: ETC Press 2010
Number of pages: 162
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. Based on the findings from a series of research studies, Ludoliteracy examines the broader implications for supporting games education.
Home page url
Download or read it online for free here:
by C.N. Davidson, D.T. Goldberg - The MIT Press
The authors focus on the potential for shared and interactive learning made possible by the Internet. They argue that the most important characteristic of the Internet is its capacity for world-wide community and the limitless exchange of ideas.
by Dan Cohen, Tom Scheinfeldt - MPublishing
This volume explores how the academy might be beneficially reformed using digital media and technology. The book represents a good snapshot of how engaged academics are trying to further its original goals of learning, scholarship, and service.
by Seann Dikkers - unglue.it
Minecraft is currently the game of choice for millions of youth and also for these seventeen teachers. Its rapid adoption provides a unique window of opportunity to look inside the recent memory of innovative teachers and unpack how they learned.
by Frederick Bennett - Faben
Bennett methodically analyzes current educational Practices with a focus on the enhanced role computers can play in the schools. His review of past educational theory and present-day situations illustrate the frustration of many with our schools.