ECGBL 2019 13th European Conference on Game-Based Learning

ECGBL 2019 13th European Conference on Game-Based Learning
Title ECGBL 2019 13th European Conference on Game-Based Learning PDF eBook
Author Lars Elbæk
Publisher Academic Conferences and publishing limited
Pages 1077
Release 2019-10-03
Genre Education
ISBN 1912764377

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ECGBL 2020 14th European Conference on Game-Based Learning

ECGBL 2020 14th European Conference on Game-Based Learning
Title ECGBL 2020 14th European Conference on Game-Based Learning PDF eBook
Author Panagiotis Fotaris
Publisher Academic Conferences limited
Pages
Release 2020-09-24
Genre Education
ISBN 1912764709

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These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK.

ECGBL19 - Proceedings of the 13th European Conference on Game Based Learning

ECGBL19 - Proceedings of the 13th European Conference on Game Based Learning
Title ECGBL19 - Proceedings of the 13th European Conference on Game Based Learning PDF eBook
Author Lars Elbæk
Publisher Acpil
Pages 1078
Release 2019-09-13
Genre Games & Activities
ISBN 9781912764389

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These proceedings represent the work of contributors to the 13th European Conference on Games Based Learning (ECGBL 2019), 3-4 October 2019, hosted by University of Southern Denmark in collaboration with the Maersk Mc-Kinney Moller Institute.

Unreal Game Development

Unreal Game Development
Title Unreal Game Development PDF eBook
Author Ashish Amresh
Publisher CRC Press
Pages 620
Release 2010-08-03
Genre Computers
ISBN 1040022979

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Using Unreal Engine 3, the authors teach aspiring game makers the fundamentals of designing a computer game. The only prerequisite is a basic working knowledge of computers and a desire to build an original game.This book mirrors the curriculum used at CampGame, a six week summer program organized for high school students at The New York University and Arizona State University. Students enter with no prior knowledge of game making, and through the course of six intensive weeks, they finish as teams of budding game developers.

Beyond Choices

Beyond Choices
Title Beyond Choices PDF eBook
Author Miguel Sicart
Publisher MIT Press
Pages 189
Release 2013-09-06
Genre Games & Activities
ISBN 0262019787

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How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver—filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection. Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play.

How Deaf Children Learn

How Deaf Children Learn
Title How Deaf Children Learn PDF eBook
Author Marc Marschark
Publisher OUP USA
Pages 167
Release 2012
Genre Education
ISBN 0195389751

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In this book, renowned authorities Marschark and Hauser explain how empirical research conducted over the last several years directly informs educational practices at home and in the classroom, and offer strategies that parents and teachers can use to promote optimal learning in their deaf and hard-of-hearing children.

Digital Games and Mathematics Learning

Digital Games and Mathematics Learning
Title Digital Games and Mathematics Learning PDF eBook
Author Tom Lowrie
Publisher Springer
Pages 318
Release 2015-10-05
Genre Education
ISBN 9401795177

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Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives—of educators, cognitive scientists, psychologists and sociologists—on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age—proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field. Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a te xtual artefact) will be supported by Springer’s online platform—allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.