The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom

The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom
Title The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom PDF eBook
Author Richard Colby
Publisher Springer Nature
Pages 339
Release 2021-01-27
Genre Study Aids
ISBN 303063311X

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This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.

Gamification in the RhetComp Curriculum

Gamification in the RhetComp Curriculum
Title Gamification in the RhetComp Curriculum PDF eBook
Author Christopher McGunnigle
Publisher Vernon Press
Pages 334
Release 2023-01-17
Genre Education
ISBN 1648896103

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Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.

Advancing Honors Education for Today and Tomorrow

Advancing Honors Education for Today and Tomorrow
Title Advancing Honors Education for Today and Tomorrow PDF eBook
Author Graeme Harper
Publisher Cambridge Scholars Publishing
Pages 141
Release 2024-07-30
Genre Education
ISBN 1036407756

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Higher education, further education, vocational education and continuing education all refer to progression to a third educational step. That is, a step beyond secondary education, which itself is a step beyond elementary or primary education. While optional, continuing beyond secondary education most often suggests some form of need ‘to acquire advanced knowledge’. But advanced in what way? Advanced in focus? Advanced in depth? Advanced in application? Advanced in the range of knowledge of those who teach in it? Advanced in expectation? Honors education, which is present globally and is highlighted in the United States through a distinctive 100-year history, has reflected on, and continues to reflect on what ‘advanced’ higher education might entail. Consequently, here in Advancing Honors Education for Today and Tomorrow contributors consider some of the interests that strike them as significant in the present and future of advanced learning.

›Assassin’s Creed‹ in the Classroom

›Assassin’s Creed‹ in the Classroom
Title ›Assassin’s Creed‹ in the Classroom PDF eBook
Author Erik Champion
Publisher Walter de Gruyter GmbH & Co KG
Pages 266
Release 2023-12-18
Genre Games & Activities
ISBN 3111253473

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The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.

Multimodal and Digital Creative Writing Pedagogies

Multimodal and Digital Creative Writing Pedagogies
Title Multimodal and Digital Creative Writing Pedagogies PDF eBook
Author Kristina Wright
Publisher Rowman & Littlefield
Pages 203
Release 2023-07-21
Genre Education
ISBN 1666931535

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This dynamic collection offers a breadth of expertise and informed pedagogies on teaching multimodal and digital creative writing in the college classroom. This book gives clear guidance with lesson plans, online resources, sample student work, and adaptable assignments.

Optimizing Play

Optimizing Play
Title Optimizing Play PDF eBook
Author Christopher A. Paul
Publisher MIT Press
Pages 201
Release 2024-05-14
Genre Games & Activities
ISBN 0262547783

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An unexpected take on how games work, what the stakes are for them, and how game designers can avoid the traps of optimization. The process of optimization in games seems like a good thing—who wouldn’t want to find the most efficient way to play and win? As Christopher Paul argues in Optimizing Play, however, optimization can sometimes risk a tragedy of the commons, where actions that are good for individuals jeopardize the overall state of the game for everyone else. As he explains, players inadvertently limit play as they theorycraft, seeking optimal choices. The process of developing a meta, or the most effective tactic available, structures decision making, causing play to stagnate. A “stale” meta then creates a perception that a game is solved and may lead players to turn away from the game. Drawing on insights from game studies, rhetoric, the history of science, ecology, and game theory literature, Paul explores the problem of optimization in a range of video games, including Overwatch, FIFA/EA Sports FC, NBA 2K, Clash Royale, World of Warcraft, and League of Legends. He also pulls extensively from data analytics in sports, where the problem has progressed further and is even more intractable than it is in video games, given the money sports teams invest to find an edge. Finally, Paul offers concrete and specific suggestions for how games can be developed to avoid the trap set by optimization run amok.

Resources in Education

Resources in Education
Title Resources in Education PDF eBook
Author
Publisher
Pages 374
Release 1998
Genre Education
ISBN

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