Video games and learning: teaching and participatory culture in the digital age
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
New York [u.a.]
Teachers College Press
2011
|
Schriftenreihe: | Technology, education - connections
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Includes bibliographical references (p. 235-240) and index |
Beschreibung: | XVI, 253 S. Ill. 26 cm |
ISBN: | 9780807751985 9780807751992 |
Internformat
MARC
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010 | |a 2011017769 | ||
020 | |a 9780807751985 |c pbk. : alk. paper |9 978-0-8077-5198-5 | ||
020 | |a 9780807751992 |9 978-0-8077-5199-2 | ||
035 | |a (OCoLC)816295868 | ||
035 | |a (DE-599)BVBBV040497330 | ||
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100 | 1 | |a Squire, Kurt |d 1972- |e Verfasser |0 (DE-588)1015699065 |4 aut | |
245 | 1 | 0 | |a Video games and learning |b teaching and participatory culture in the digital age |c Kurt Squire. Featuring contributions by Henry Jenkins |
264 | 1 | |a New York [u.a.] |b Teachers College Press |c 2011 | |
300 | |a XVI, 253 S. |b Ill. |c 26 cm | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
490 | 0 | |a Technology, education - connections | |
500 | |a Includes bibliographical references (p. 235-240) and index | ||
650 | 4 | |a Erziehung | |
650 | 4 | |a Video games |x Study and teaching | |
650 | 4 | |a Video games and children | |
650 | 4 | |a Education |x Effect of technological innovations on | |
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Datensatz im Suchindex
_version_ | 1804149563320172544 |
---|---|
adam_text | Contents
Foreword by James Paul Gee
ix
Preface
xi
Acknowledgments
xv
Chapter
1.
Possible Worlds: Why Study Video Games? Aren t They a Waste of Time?
1
Designing Experience, or That Evasive Fun Factor
5
Social Gaming: Possible Identities
10
Possible Cultures
12
Digital Media and Learning
14
Theory and Practice
15
Feature: The Most Fun You Can Have with
Model Railroads Without Sniffing Glue
17
Chapter
Z
Ideological Worlds: What Makes a Good Educational Game?
19
Interest-Driven Learning
1
g
Worids with Bias
22
Civilization as a Geographical Model
26
Ideological Worlds as Frameworks for Thinking
28
Meaning-Making in Ideological Worlds
30
Participation in Ideological Worlds
31
Theory and Practice
35
Feature: Cooperative Game Play
38
vi
Contents
Chapters.
Teaching with Games: Learning Through Play
40
Before-School Corpse Retrievals
40
From Players to Designers
43
Interest-Driven Learning
46
Open Access
48
The Montessori System: Following the Needs of the Child
48
Toward Game-Based Pedagogies
57
Theory and Practice
59
Chapter
4.
Community Organizing for Participatory Learning
61
Creating a Community to Learn With
62
Inside Online Affinity Spaces
69
Education in a Digital Age: Participatory Education
71
Learning Through Participation
71
Theory and Practice
* 75
Chapters.
Games-to-Teach: Designing Games for Learning
77
Broadening the Discussion of Education and Games
77
Games, Popular Media, Science, and Learning
79
Creating a Research Agenda for Games and Education
80
Designing Games for Learning
85
Building an Educational Game from Scratch
90
Inventing New Genres: Environmental Detectives
99
Theory and Practice
104
Feature: Learning to Be a Full-Spectrum Warrior
107
Chapter
6.
Games in Classrooms: Replaying History
109
Teaching World History
109
Introducing Civ3
113
Failure, Trade
Offs,
and Just-in-Time Lectures
116
This Game Isn t So Bad*: Frustration, Failure, and Appropriation
117
The Emergence of a Game-Playing Culture
118
Contents
vii
Recursive Play
122
What Students Learned
127
Civilization Camp: Developing Expert Gamers
128
Creating a New Gaming Culture
129
Developing Gaming Expertise
129
Theory and Practice
138
Chapter
7.
The Aesthetics of Play
140
Games, Learning, Society: Building a Program
141
The Aesthetics of Game-Based Learning
142
Aesthetics of Being Viewtiful Joe
145
Apolyton University: Trajectories of Participation
150
During-Action Reports: Cognitive Artifacts That Organize Practice
152
Design Thinking
155
Designing Civ4
159
Toward an Aesthetics of Game-Based Learning
160
Theory and Practice
161
Feature:
/
Love Rock n
Roll
164
Chapter
8.
Design Literacy: Productive Play
165
Developing Game Expertise
166
Developing Game Fluency
168
Games as Occasions of Theory Building and Testing
169
Competition and Learning
170
Organizing by Competitions
172
Trajectories of Participation
176
Centers of Expertise
177
What Learning Occurred? A Community Well Played
177
Theory and Practice
180
Chapter
9.
Games Go to School: Situated Learning, Adaptable Curricula
182
Race-Based Gaming
185
Race-Based Learning
188
viii Contents
Learning Through Design, or How to Design an Educational Game
189
From Game Designer to Community Organizer
192
Community Organizing as Curriculum
194
Ramping Up
196
Situating Learning at South Beach
198
Scientific Citizenship
207
Scaling
210
Theory and Practice
211
Chapter
10.
The Future of Games for Learning
213
Creating Education Media
213
Independent Games
214
Informal Learning Contexts
220
Scientific Citizenship
221
Example: Citizen Science
222
Mobile Media
224
Creating the Future of Educational Technology
227
Coda: On Researching the Effectiveness of Educational Interventions
228
Gold Standard Research
228
Science Fetish
230
Health Care Envy
232
References
235
Index
241
About the Author
253
|
any_adam_object | 1 |
author | Squire, Kurt 1972- |
author_GND | (DE-588)1015699065 (DE-588)132470233 |
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author_sort | Squire, Kurt 1972- |
author_variant | k s ks |
building | Verbundindex |
bvnumber | BV040497330 |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.3 |
callnumber-search | GV1469.3 |
callnumber-sort | GV 41469.3 |
callnumber-subject | GV - Leisure and Recreation |
classification_rvk | DW 4400 |
ctrlnum | (OCoLC)816295868 (DE-599)BVBBV040497330 |
dewey-full | 794.8/2071 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/2071 |
dewey-search | 794.8/2071 |
dewey-sort | 3794.8 42071 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Pädagogik |
format | Book |
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id | DE-604.BV040497330 |
illustrated | Illustrated |
indexdate | 2024-07-10T00:25:01Z |
institution | BVB |
isbn | 9780807751985 9780807751992 |
language | English |
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physical | XVI, 253 S. Ill. 26 cm |
publishDate | 2011 |
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spelling | Squire, Kurt 1972- Verfasser (DE-588)1015699065 aut Video games and learning teaching and participatory culture in the digital age Kurt Squire. Featuring contributions by Henry Jenkins New York [u.a.] Teachers College Press 2011 XVI, 253 S. Ill. 26 cm txt rdacontent n rdamedia nc rdacarrier Technology, education - connections Includes bibliographical references (p. 235-240) and index Erziehung Video games Study and teaching Video games and children Education Effect of technological innovations on Computer-assisted instruction United States Mediendidaktik (DE-588)4123731-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf USA Computerspiel (DE-588)4010457-6 s Mediendidaktik (DE-588)4123731-6 s DE-604 Jenkins, Henry 1958- Sonstige (DE-588)132470233 oth Digitalisierung UB Bayreuth application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=025344182&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Squire, Kurt 1972- Video games and learning teaching and participatory culture in the digital age Erziehung Video games Study and teaching Video games and children Education Effect of technological innovations on Computer-assisted instruction United States Mediendidaktik (DE-588)4123731-6 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4123731-6 (DE-588)4010457-6 |
title | Video games and learning teaching and participatory culture in the digital age |
title_auth | Video games and learning teaching and participatory culture in the digital age |
title_exact_search | Video games and learning teaching and participatory culture in the digital age |
title_full | Video games and learning teaching and participatory culture in the digital age Kurt Squire. Featuring contributions by Henry Jenkins |
title_fullStr | Video games and learning teaching and participatory culture in the digital age Kurt Squire. Featuring contributions by Henry Jenkins |
title_full_unstemmed | Video games and learning teaching and participatory culture in the digital age Kurt Squire. Featuring contributions by Henry Jenkins |
title_short | Video games and learning |
title_sort | video games and learning teaching and participatory culture in the digital age |
title_sub | teaching and participatory culture in the digital age |
topic | Erziehung Video games Study and teaching Video games and children Education Effect of technological innovations on Computer-assisted instruction United States Mediendidaktik (DE-588)4123731-6 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Erziehung Video games Study and teaching Video games and children Education Effect of technological innovations on Computer-assisted instruction United States Mediendidaktik Computerspiel USA |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=025344182&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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