Esports research and its integration in education:
"The world of esports in education is booming on an international scale, as evidenced by a proliferation of teams and competitions across numerous platforms such as Twitch, Discord, Youtube, and more, his book presents empirical studies to help us understand how esports is developing within and...
Gespeichert in:
Weitere Verfasser: | , |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) :
IGI Global,
2021.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | "The world of esports in education is booming on an international scale, as evidenced by a proliferation of teams and competitions across numerous platforms such as Twitch, Discord, Youtube, and more, his book presents empirical studies to help us understand how esports is developing within and around learning institutions and what the impact may be on students and their contemporary educational experiences"-- |
Beschreibung: | 31 PDFs (313 pages) Also available in print. |
Format: | Mode of access: World Wide Web. |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781799870715 |
Zugangseinschränkungen: | Restricted to subscribers or individual electronic text purchasers. |
Internformat
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020 | |z 9781799870692 |q hardcover | ||
020 | |z 9781799870708 |q paperback | ||
024 | 7 | |a 10.4018/978-1-7998-7069-2 |2 doi | |
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082 | 7 | |a 371.33/7 |2 23 | |
245 | 0 | 0 | |a Esports research and its integration in education |c Miles Harvey and Rick Marlatt, editors. |
264 | 1 | |a Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) : |b IGI Global, |c 2021. | |
300 | |a 31 PDFs (313 pages) | ||
336 | |a text |2 rdacontent | ||
337 | |a electronic |2 isbdmedia | ||
338 | |a online resource |2 rdacarrier | ||
504 | |a Includes bibliographical references and index. | ||
505 | 0 | |a Section 1. Esports culture and perspectives on scholastic esports. Chapter 1. Connecting students to school culture and career opportunities through broad access to esports and gaming: so all can learn through play ; Chapter 2. Esports involvement and its effect on student college and career readiness factors ; Chapter 3. Urban education esports for equity and access: a case study -- Section 2. Video games, learning, and scholastic esports strategies. Chapter 4. Integrating video games and scholastic esports into preservice teacher experiences ; Chapter 5. Video games and indirect learning: a study of 12 games that can teach ; Chapter 6. The role of minecraft build challenges in esports ; Chapter 7. Player agency, Team responsibility, and self-initiated change: an apprentice's learning trajectory and peer mentoring in esports -- Section 3. Collaboration, soft skills, and relationships in scholastic esports. Chapter 8. The relation between rocket league and soft skills and its implication in education processes ; Chapter 9. Communication, cooperation, and competition: examining the literacy practices of esports teams ; Chapter 10. Game-informed cooperative assessments and socially responsible learning in public school math classes -- Section 4. Benefits and challenges of building scholastic esports programs. Chapter 11. The implementation of an academic and applied esports program in higher education: a case of diversity, inclusion, and building community ; Chapter 12. Perspectives on middle school esports ; Chapter 13. Tensions of growth in collegiate esports: legitimacy, affinity spaces, and UNM esports ; Chapter 14. Esports and education: the perfect mix ; Chapter 15. Esports program development: building scholastic esports programs, why and how. | |
506 | |a Restricted to subscribers or individual electronic text purchasers. | ||
520 | 3 | |a "The world of esports in education is booming on an international scale, as evidenced by a proliferation of teams and competitions across numerous platforms such as Twitch, Discord, Youtube, and more, his book presents empirical studies to help us understand how esports is developing within and around learning institutions and what the impact may be on students and their contemporary educational experiences"-- |c Provided by publisher. | |
530 | |a Also available in print. | ||
538 | |a Mode of access: World Wide Web. | ||
588 | |a Description based on title screen (IGI Global, viewed 08/14/2021). | ||
650 | 0 | |a Educational games. | |
650 | 0 | |a eSports (Contests) |x Research. | |
650 | 7 | |a Educational games. |2 fast | |
700 | 1 | |a Harvey, Miles |d 1987- |e editor. | |
700 | 1 | |a Marlatt, Rick |d 1980- |e editor. | |
710 | 2 | |a IGI Global, |e publisher. | |
776 | 0 | |c (Original) |w (DLC)2021004505 | |
776 | 0 | 8 | |i Print version: |z 1799870693 |z 9781799870692 |w (DLC) 2021004505 |
856 | 4 | 0 | |l FWS01 |p ZDB-98-IGB |q FWS_PDA_IGB |u http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-7069-2 |3 Volltext |
912 | |a ZDB-98-IGB | ||
049 | |a DE-863 |
Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-98-IGB-00260148 |
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adam_text | |
any_adam_object | |
author2 | Harvey, Miles 1987- Marlatt, Rick 1980- |
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author_facet | Harvey, Miles 1987- Marlatt, Rick 1980- |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | L - Education |
callnumber-label | LB1029 |
callnumber-raw | LB1029.G3 E87 2021e |
callnumber-search | LB1029.G3 E87 2021e |
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callnumber-subject | LB - Theory and Practice of Education |
collection | ZDB-98-IGB |
contents | Section 1. Esports culture and perspectives on scholastic esports. Chapter 1. Connecting students to school culture and career opportunities through broad access to esports and gaming: so all can learn through play ; Chapter 2. Esports involvement and its effect on student college and career readiness factors ; Chapter 3. Urban education esports for equity and access: a case study -- Section 2. Video games, learning, and scholastic esports strategies. Chapter 4. Integrating video games and scholastic esports into preservice teacher experiences ; Chapter 5. Video games and indirect learning: a study of 12 games that can teach ; Chapter 6. The role of minecraft build challenges in esports ; Chapter 7. Player agency, Team responsibility, and self-initiated change: an apprentice's learning trajectory and peer mentoring in esports -- Section 3. Collaboration, soft skills, and relationships in scholastic esports. Chapter 8. The relation between rocket league and soft skills and its implication in education processes ; Chapter 9. Communication, cooperation, and competition: examining the literacy practices of esports teams ; Chapter 10. Game-informed cooperative assessments and socially responsible learning in public school math classes -- Section 4. Benefits and challenges of building scholastic esports programs. Chapter 11. The implementation of an academic and applied esports program in higher education: a case of diversity, inclusion, and building community ; Chapter 12. Perspectives on middle school esports ; Chapter 13. Tensions of growth in collegiate esports: legitimacy, affinity spaces, and UNM esports ; Chapter 14. Esports and education: the perfect mix ; Chapter 15. Esports program development: building scholastic esports programs, why and how. |
ctrlnum | (CaBNVSL)slc00001704 (OCoLC)1264093323 |
dewey-full | 371.33/7 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 371 - Schools and their activities; special education |
dewey-raw | 371.33/7 |
dewey-search | 371.33/7 |
dewey-sort | 3371.33 17 |
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discipline | Pädagogik |
format | Electronic eBook |
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illustrated | Not Illustrated |
indexdate | 2024-11-26T14:51:57Z |
institution | BVB |
isbn | 9781799870715 |
language | English |
oclc_num | 1264093323 |
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physical | 31 PDFs (313 pages) Also available in print. |
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spelling | Esports research and its integration in education Miles Harvey and Rick Marlatt, editors. Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) : IGI Global, 2021. 31 PDFs (313 pages) text rdacontent electronic isbdmedia online resource rdacarrier Includes bibliographical references and index. Section 1. Esports culture and perspectives on scholastic esports. Chapter 1. Connecting students to school culture and career opportunities through broad access to esports and gaming: so all can learn through play ; Chapter 2. Esports involvement and its effect on student college and career readiness factors ; Chapter 3. Urban education esports for equity and access: a case study -- Section 2. Video games, learning, and scholastic esports strategies. Chapter 4. Integrating video games and scholastic esports into preservice teacher experiences ; Chapter 5. Video games and indirect learning: a study of 12 games that can teach ; Chapter 6. The role of minecraft build challenges in esports ; Chapter 7. Player agency, Team responsibility, and self-initiated change: an apprentice's learning trajectory and peer mentoring in esports -- Section 3. Collaboration, soft skills, and relationships in scholastic esports. Chapter 8. The relation between rocket league and soft skills and its implication in education processes ; Chapter 9. Communication, cooperation, and competition: examining the literacy practices of esports teams ; Chapter 10. Game-informed cooperative assessments and socially responsible learning in public school math classes -- Section 4. Benefits and challenges of building scholastic esports programs. Chapter 11. The implementation of an academic and applied esports program in higher education: a case of diversity, inclusion, and building community ; Chapter 12. Perspectives on middle school esports ; Chapter 13. Tensions of growth in collegiate esports: legitimacy, affinity spaces, and UNM esports ; Chapter 14. Esports and education: the perfect mix ; Chapter 15. Esports program development: building scholastic esports programs, why and how. Restricted to subscribers or individual electronic text purchasers. "The world of esports in education is booming on an international scale, as evidenced by a proliferation of teams and competitions across numerous platforms such as Twitch, Discord, Youtube, and more, his book presents empirical studies to help us understand how esports is developing within and around learning institutions and what the impact may be on students and their contemporary educational experiences"-- Provided by publisher. Also available in print. Mode of access: World Wide Web. Description based on title screen (IGI Global, viewed 08/14/2021). Educational games. eSports (Contests) Research. Educational games. fast Harvey, Miles 1987- editor. Marlatt, Rick 1980- editor. IGI Global, publisher. (Original) (DLC)2021004505 Print version: 1799870693 9781799870692 (DLC) 2021004505 FWS01 ZDB-98-IGB FWS_PDA_IGB http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-7069-2 Volltext |
spellingShingle | Esports research and its integration in education Section 1. Esports culture and perspectives on scholastic esports. Chapter 1. Connecting students to school culture and career opportunities through broad access to esports and gaming: so all can learn through play ; Chapter 2. Esports involvement and its effect on student college and career readiness factors ; Chapter 3. Urban education esports for equity and access: a case study -- Section 2. Video games, learning, and scholastic esports strategies. Chapter 4. Integrating video games and scholastic esports into preservice teacher experiences ; Chapter 5. Video games and indirect learning: a study of 12 games that can teach ; Chapter 6. The role of minecraft build challenges in esports ; Chapter 7. Player agency, Team responsibility, and self-initiated change: an apprentice's learning trajectory and peer mentoring in esports -- Section 3. Collaboration, soft skills, and relationships in scholastic esports. Chapter 8. The relation between rocket league and soft skills and its implication in education processes ; Chapter 9. Communication, cooperation, and competition: examining the literacy practices of esports teams ; Chapter 10. Game-informed cooperative assessments and socially responsible learning in public school math classes -- Section 4. Benefits and challenges of building scholastic esports programs. Chapter 11. The implementation of an academic and applied esports program in higher education: a case of diversity, inclusion, and building community ; Chapter 12. Perspectives on middle school esports ; Chapter 13. Tensions of growth in collegiate esports: legitimacy, affinity spaces, and UNM esports ; Chapter 14. Esports and education: the perfect mix ; Chapter 15. Esports program development: building scholastic esports programs, why and how. Educational games. eSports (Contests) Research. Educational games. fast |
title | Esports research and its integration in education |
title_auth | Esports research and its integration in education |
title_exact_search | Esports research and its integration in education |
title_full | Esports research and its integration in education Miles Harvey and Rick Marlatt, editors. |
title_fullStr | Esports research and its integration in education Miles Harvey and Rick Marlatt, editors. |
title_full_unstemmed | Esports research and its integration in education Miles Harvey and Rick Marlatt, editors. |
title_short | Esports research and its integration in education |
title_sort | esports research and its integration in education |
topic | Educational games. eSports (Contests) Research. Educational games. fast |
topic_facet | Educational games. eSports (Contests) Research. |
url | http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-7069-2 |
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