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What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition PDF Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233

Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition PDF Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233

Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

The Game-Centred Approach to Sport Literacy

The Game-Centred Approach to Sport Literacy PDF Author: Sixto González-Víllora
Publisher: Routledge
ISBN: 1000206645
Category : Education
Languages : en
Pages : 125

Book Description
The Game Centred Approach (GCA) is the ideal framework for coaches and teachers to develop comprehensive tactical or technical lessons for any game, both in physical education and in extracurricular sport contexts. Learning about the pedagogical models included in this approach has never been easier thanks to this short introductory guide. The book helps the reader acquire the skills needed to design effective session plans, regardless of the sport that is being taught or coached. It introduces the core concepts underpinning the GCA model, complemented by practical examples of tasks and strategies for each game category and assessment instrument. This is essential reading for all educators, coaches or sports professionals who wish to improve their teaching or coaching to enhance their students and players’ physical literacy and sport competence. It is also invaluable reading for any student or researcher working in physical education, sport coaching or sport pedagogy.

The Monster Princess

The Monster Princess PDF Author: D.J. MacHale
Publisher: Simon and Schuster
ISBN: 1442435321
Category : Juvenile Fiction
Languages : en
Pages : 40

Book Description
Lala dwells in a cave that lies deep below the ground, worlds away from the castle where three beautiful princesses live. She is the best krinkle-nut digger by far, but she longs for more: the dresses, the parties, the royal life. Up, up, up Lala climbs and sneaks into the castle. She tries on the princesses’ gowns…and is caught. But the princesses dress Lala up and let her attend a ball. She stumbles. She bumbles. She is laughed at. Can Lala find it in her heart to forgive the girls who tricked her? Will Lala find out what it means to be a real princess?

Ludoliteracy

Ludoliteracy PDF Author: José P. Zagal
Publisher: Lulu.com
ISBN: 0557277914
Category : Education
Languages : en
Pages : 164

Book Description
On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extensive personal experience with videogames. However, games education can be surprisingly complex.

Handbook of Research on Integrating Digital Technology With Literacy Pedagogies

Handbook of Research on Integrating Digital Technology With Literacy Pedagogies PDF Author: Sullivan, Pamela M.
Publisher: IGI Global
ISBN: 1799802477
Category : Education
Languages : en
Pages : 636

Book Description
The allure and marketplace power of digital technologies continues to hold sway over the field of education with billions spent annually on technology in the United States alone. Literacy instruction at all levels is influenced by these evolving and ever-changing tools. While this opens the door to innovations in literacy curricula, it also adds a pedagogical responsibility to operate within a well-developed conceptual framework to ensure instruction is complemented or augmented by technology and does not become secondary to it. The Handbook of Research on Integrating Digital Technology With Literacy Pedagogies is a comprehensive research publication that considers the integration of digital technologies in all levels of literacy instruction and prepares the reader for inevitable technological advancements and changes. Covering a wide range of topics such as augmented reality, literacy, and online games, this book is essential for educators, administrators, IT specialists, curriculum developers, instructional designers, teaching professionals, academicians, researchers, education stakeholders, and students.

Physical Literacy on the Move

Physical Literacy on the Move PDF Author: Gardner, Heather
Publisher: Human Kinetics
ISBN: 1492535907
Category : Education
Languages : en
Pages : 280

Book Description
Physical Literacy on the Move is a practical resource to help you guide students toward physical literacy. The book’s 120 games and activities are suitable for a variety of settings, are broken into four progressive levels, and are adaptable to optimize both the instruction and the fun.

Phonogram Game Tiles

Phonogram Game Tiles PDF Author: Logic of English
Publisher:
ISBN: 9781936706723
Category :
Languages : en
Pages : 6

Book Description
These game tiles are a great option for those who would like extra-sturdy play pieces for Logic of English games or a greater number of word possibilties for our spelling games. Phonogram Game Tiles are also an excellent spelling practice manipulative, especially for children who are still developing the fine motor skills they need for writing.The 210 tiles in the set include multiple copies of each of the 74 basic phonograms, color-coded by vowels, consonants, and silent E's.

Game

Game PDF Author: Walter Dean Myers
Publisher: Harper Collins
ISBN: 0061985597
Category : Young Adult Fiction
Languages : en
Pages : 247

Book Description
This thrilling basketball story from New York Times bestselling author Walter Dean Myers is a strong choice for independent reading and sharing in the classroom. Thought-provoking and packed with court action, Game is a winner. Drew Lawson knows basketball is taking him places. It has to, because his grades certainly aren't. But lately his plan has run squarely into a pick. Coach has handed the ball to another player—Tomas, a new guy from Europe—and Drew won't let anyone disrespect his game. Just as his team makes the playoffs, Drew must come up with something big to save his fading college prospects. It's all up to Drew to find out just how deep his game really is. "There’s plenty of basketball here, but, as in any good sports novel, more is going on than the sport; life is the game, and this is a sensitive portrait of a likable young man, his family, city and dreams." (Kirkus starred review) "In this story of a teen who dreams of making it big in the NBA, Myers returns to the theme that has dominated much of his serious fiction: How can young black urban males negotiate the often-harsh landscape of their lives to establish a sense of identity and self-worth? As always, Myers eschews easy answers." (School Library Journal) Walter Dean Myers was a New York Times bestselling author, Printz Award winner, five-time winner of the Coretta Scott King Award, two-time Newbery Honor recipient, and the National Ambassador for Young People's Literature. Maria Russo, writing in the New York Times, called Myers "one of the greats and a champion of diversity in children’s books well before the cause got mainstream attention."

Coding Literacy

Coding Literacy PDF Author: Annette Vee
Publisher: MIT Press
ISBN: 026203624X
Category : Computers
Languages : en
Pages : 375

Book Description
How the theoretical tools of literacy help us understand programming in its historical, social and conceptual contexts. The message from educators, the tech community, and even politicians is clear: everyone should learn to code. To emphasize the universality and importance of computer programming, promoters of coding for everyone often invoke the concept of “literacy,” drawing parallels between reading and writing code and reading and writing text. In this book, Annette Vee examines the coding-as-literacy analogy and argues that it can be an apt rhetorical frame. The theoretical tools of literacy help us understand programming beyond a technical level, and in its historical, social, and conceptual contexts. Viewing programming from the perspective of literacy and literacy from the perspective of programming, she argues, shifts our understandings of both. Computer programming becomes part of an array of communication skills important in everyday life, and literacy, augmented by programming, becomes more capacious. Vee examines the ways that programming is linked with literacy in coding literacy campaigns, considering the ideologies that accompany this coupling, and she looks at how both writing and programming encode and distribute information. She explores historical parallels between writing and programming, using the evolution of mass textual literacy to shed light on the trajectory of code from military and government infrastructure to large-scale businesses to personal use. Writing and coding were institutionalized, domesticated, and then established as a basis for literacy. Just as societies demonstrated a “literate mentality” regardless of the literate status of individuals, Vee argues, a “computational mentality” is now emerging even though coding is still a specialized skill.

Game Value

Game Value PDF Author: Vedat Yiğitoğlu
Publisher: Vedat Yigitoglu
ISBN: 6257912776
Category : Social Science
Languages : en
Pages : 186

Book Description
‘Game’ as a term, implies the game beyond its meaning and expands on it. This work solidifies the idea that, in essence games are “a form of communication” between numerous planes of thought. As such along with their rising importance, it’s no longer sufficient for games to be investigated under any single discipline, instead requiring the subject to be investigated under a variety of disciplines. In this sense, while various other works on the nature of games have tried to draw their own borders; defining their own terminologies and methods, it had at times advanced forth in an almost purist fashion; each keeping close watch on their own wellestablished areas. However, in order to completely comprehend games and their inner-workings, an inter-disciplinary approach is a necessity. in this work, “games” are being investigated in its anthropocosmological meaning, and as a form of new media. Language games, digital games, and topics like gamification are taken into account in a uniformed sense, by a variety of thinkers who are qualified as game philosophers, each with their own area expertise.