Author: Beatriz Albuquerque
Publisher: Lambert Academic Publishing
ISBN: 6139580099
Category : Art
Languages : en
Pages : 227
Book Description
How can videogame glitches foment critical thinking and self-directed learning in adults? How do Super Mario World videogame glitches contribute to this skill set? This book pinpoints the range of skills called into play and challenged when an individual encounters glitches while playing video games; more specifically, it is concerned with which media literacy skills are attained or developed independently of supervision.These are a few of the questions examined by Beatriz Albuquerque in this text, with the core of this study being the question of how encounters with arbitrary glitches can motivate and elicit critical thinking. In addition to that, the book investigates how self-directed learning can be explored in the classroom. This book considers how experimentation through forms of play fosters profound and complex connections in adults between creativity, productivity, imagination, knowledge, and coping strategies. It is in the joining of these two main areas of research (new media literacies and the educational importance of play) and by taking glitches seriously that this study emerges in support of self-directed learning as a facilitator for critical thinking.
Super Mario World + Glitch = Adult Learning
Author: Beatriz Albuquerque
Publisher: Lambert Academic Publishing
ISBN: 6139580099
Category : Art
Languages : en
Pages : 227
Book Description
How can videogame glitches foment critical thinking and self-directed learning in adults? How do Super Mario World videogame glitches contribute to this skill set? This book pinpoints the range of skills called into play and challenged when an individual encounters glitches while playing video games; more specifically, it is concerned with which media literacy skills are attained or developed independently of supervision.These are a few of the questions examined by Beatriz Albuquerque in this text, with the core of this study being the question of how encounters with arbitrary glitches can motivate and elicit critical thinking. In addition to that, the book investigates how self-directed learning can be explored in the classroom. This book considers how experimentation through forms of play fosters profound and complex connections in adults between creativity, productivity, imagination, knowledge, and coping strategies. It is in the joining of these two main areas of research (new media literacies and the educational importance of play) and by taking glitches seriously that this study emerges in support of self-directed learning as a facilitator for critical thinking.
Publisher: Lambert Academic Publishing
ISBN: 6139580099
Category : Art
Languages : en
Pages : 227
Book Description
How can videogame glitches foment critical thinking and self-directed learning in adults? How do Super Mario World videogame glitches contribute to this skill set? This book pinpoints the range of skills called into play and challenged when an individual encounters glitches while playing video games; more specifically, it is concerned with which media literacy skills are attained or developed independently of supervision.These are a few of the questions examined by Beatriz Albuquerque in this text, with the core of this study being the question of how encounters with arbitrary glitches can motivate and elicit critical thinking. In addition to that, the book investigates how self-directed learning can be explored in the classroom. This book considers how experimentation through forms of play fosters profound and complex connections in adults between creativity, productivity, imagination, knowledge, and coping strategies. It is in the joining of these two main areas of research (new media literacies and the educational importance of play) and by taking glitches seriously that this study emerges in support of self-directed learning as a facilitator for critical thinking.
Game Glitch + Learning = Aesthetics. Design. Preservation.
Author: Beatriz Albuquerque
Publisher: Lambert Academic Publishing
ISBN: 6206150666
Category : Art
Languages : en
Pages : 27
Book Description
Are you up for the challenge? Unlock and open up with games. Games can be used as a tool to learn and create. Do you want to rethink games, innovative pedagogy, critical thinking? Do you think that an innovative pedagogical approach increases the likelihood that marginalized students will acquire media literacy skills? How do you unlock your-Self and the world of game glitches? Do you want to rethink how we play? Join us in reading this book and activate the gamer in you.
Publisher: Lambert Academic Publishing
ISBN: 6206150666
Category : Art
Languages : en
Pages : 27
Book Description
Are you up for the challenge? Unlock and open up with games. Games can be used as a tool to learn and create. Do you want to rethink games, innovative pedagogy, critical thinking? Do you think that an innovative pedagogical approach increases the likelihood that marginalized students will acquire media literacy skills? How do you unlock your-Self and the world of game glitches? Do you want to rethink how we play? Join us in reading this book and activate the gamer in you.
New York Magazine
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 160
Book Description
New York magazine was born in 1968 after a run as an insert of the New York Herald Tribune and quickly made a place for itself as the trusted resource for readers across the country. With award-winning writing and photography covering everything from politics and food to theater and fashion, the magazine's consistent mission has been to reflect back to its audience the energy and excitement of the city itself, while celebrating New York as both a place and an idea.
Publisher:
ISBN:
Category :
Languages : en
Pages : 160
Book Description
New York magazine was born in 1968 after a run as an insert of the New York Herald Tribune and quickly made a place for itself as the trusted resource for readers across the country. With award-winning writing and photography covering everything from politics and food to theater and fashion, the magazine's consistent mission has been to reflect back to its audience the energy and excitement of the city itself, while celebrating New York as both a place and an idea.
Super Mario
Author: Jeff Ryan
Publisher: Penguin
ISBN: 1591845637
Category : Business & Economics
Languages : en
Pages : 322
Book Description
The definitive story of the rise of Nintendo. In 1981, Nintendo of America was a one-year-old business already on the brink of failure. Its president, Mino Arakawa, was stuck with two thousand unsold arcade cabinets for a dud of a game (Radar Scope). So he hatched a plan. Back in Japan, a boyish, shaggy-haired staff artist named Shigeru Miyamoto designed a new game for the unsold cabinets featuring an angry gorilla and a small jumping man. Donkey Kong brought in $180 million in its first year alone and launched the career of a short, chubby plumber named Mario. Since then, Mario has starred in over two hundred games, generating profits in the billions. He is more recognizable than Mickey Mouse, yet he’s little more than a mustache in bib overalls. How did a mere smear of pixels gain such huge popularity? Super Mario tells the story behind the Nintendo games millions of us grew up with, explaining how a Japanese trading card company rose to dominate the fiercely competitive video-game industry.
Publisher: Penguin
ISBN: 1591845637
Category : Business & Economics
Languages : en
Pages : 322
Book Description
The definitive story of the rise of Nintendo. In 1981, Nintendo of America was a one-year-old business already on the brink of failure. Its president, Mino Arakawa, was stuck with two thousand unsold arcade cabinets for a dud of a game (Radar Scope). So he hatched a plan. Back in Japan, a boyish, shaggy-haired staff artist named Shigeru Miyamoto designed a new game for the unsold cabinets featuring an angry gorilla and a small jumping man. Donkey Kong brought in $180 million in its first year alone and launched the career of a short, chubby plumber named Mario. Since then, Mario has starred in over two hundred games, generating profits in the billions. He is more recognizable than Mickey Mouse, yet he’s little more than a mustache in bib overalls. How did a mere smear of pixels gain such huge popularity? Super Mario tells the story behind the Nintendo games millions of us grew up with, explaining how a Japanese trading card company rose to dominate the fiercely competitive video-game industry.
Popular Mechanics
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 140
Book Description
Popular Mechanics inspires, instructs and influences readers to help them master the modern world. Whether it’s practical DIY home-improvement tips, gadgets and digital technology, information on the newest cars or the latest breakthroughs in science -- PM is the ultimate guide to our high-tech lifestyle.
Publisher:
ISBN:
Category :
Languages : en
Pages : 140
Book Description
Popular Mechanics inspires, instructs and influences readers to help them master the modern world. Whether it’s practical DIY home-improvement tips, gadgets and digital technology, information on the newest cars or the latest breakthroughs in science -- PM is the ultimate guide to our high-tech lifestyle.
Pure Invention
Author: Matt Alt
Publisher: Crown
ISBN: 1984826719
Category : Social Science
Languages : en
Pages : 369
Book Description
The untold story of how Japan became a cultural superpower through the fantastic inventions that captured—and transformed—the world’s imagination. “A masterful book driven by deep research, new insights, and powerful storytelling.”—W. David Marx, author of Ametora: How Japan Saved American Style Japan is the forge of the world’s fantasies: karaoke and the Walkman, manga and anime, Pac-Man and Pokémon, online imageboards and emojis. But as Japan media veteran Matt Alt proves in this brilliant investigation, these novelties did more than entertain. They paved the way for our perplexing modern lives. In the 1970s and ’80s, Japan seemed to exist in some near future, gliding on the superior technology of Sony and Toyota. Then a catastrophic 1990 stock-market crash ushered in the “lost decades” of deep recession and social dysfunction. The end of the boom should have plunged Japan into irrelevance, but that’s precisely when its cultural clout soared—when, once again, Japan got to the future a little ahead of the rest of us. Hello Kitty, the Nintendo Entertainment System, and multimedia empires like Dragon Ball Z were more than marketing hits. Artfully packaged, dangerously cute, and dizzyingly fun, these products gave us new tools for coping with trying times. They also transformed us as we consumed them—connecting as well as isolating us in new ways, opening vistas of imagination and pathways to revolution. Through the stories of an indelible group of artists, geniuses, and oddballs, Pure Invention reveals how Japan’s pop-media complex remade global culture.
Publisher: Crown
ISBN: 1984826719
Category : Social Science
Languages : en
Pages : 369
Book Description
The untold story of how Japan became a cultural superpower through the fantastic inventions that captured—and transformed—the world’s imagination. “A masterful book driven by deep research, new insights, and powerful storytelling.”—W. David Marx, author of Ametora: How Japan Saved American Style Japan is the forge of the world’s fantasies: karaoke and the Walkman, manga and anime, Pac-Man and Pokémon, online imageboards and emojis. But as Japan media veteran Matt Alt proves in this brilliant investigation, these novelties did more than entertain. They paved the way for our perplexing modern lives. In the 1970s and ’80s, Japan seemed to exist in some near future, gliding on the superior technology of Sony and Toyota. Then a catastrophic 1990 stock-market crash ushered in the “lost decades” of deep recession and social dysfunction. The end of the boom should have plunged Japan into irrelevance, but that’s precisely when its cultural clout soared—when, once again, Japan got to the future a little ahead of the rest of us. Hello Kitty, the Nintendo Entertainment System, and multimedia empires like Dragon Ball Z were more than marketing hits. Artfully packaged, dangerously cute, and dizzyingly fun, these products gave us new tools for coping with trying times. They also transformed us as we consumed them—connecting as well as isolating us in new ways, opening vistas of imagination and pathways to revolution. Through the stories of an indelible group of artists, geniuses, and oddballs, Pure Invention reveals how Japan’s pop-media complex remade global culture.
Popular Science
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 182
Book Description
Popular Science gives our readers the information and tools to improve their technology and their world. The core belief that Popular Science and our readers share: The future is going to be better, and science and technology are the driving forces that will help make it better.
Publisher:
ISBN:
Category :
Languages : en
Pages : 182
Book Description
Popular Science gives our readers the information and tools to improve their technology and their world. The core belief that Popular Science and our readers share: The future is going to be better, and science and technology are the driving forces that will help make it better.
Catalog of Copyright Entries
Author: Library of Congress. Copyright Office
Publisher:
ISBN:
Category : Copyright
Languages : en
Pages : 1036
Book Description
Publisher:
ISBN:
Category : Copyright
Languages : en
Pages : 1036
Book Description
New York Magazine
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 112
Book Description
New York magazine was born in 1968 after a run as an insert of the New York Herald Tribune and quickly made a place for itself as the trusted resource for readers across the country. With award-winning writing and photography covering everything from politics and food to theater and fashion, the magazine's consistent mission has been to reflect back to its audience the energy and excitement of the city itself, while celebrating New York as both a place and an idea.
Publisher:
ISBN:
Category :
Languages : en
Pages : 112
Book Description
New York magazine was born in 1968 after a run as an insert of the New York Herald Tribune and quickly made a place for itself as the trusted resource for readers across the country. With award-winning writing and photography covering everything from politics and food to theater and fashion, the magazine's consistent mission has been to reflect back to its audience the energy and excitement of the city itself, while celebrating New York as both a place and an idea.