Digital Games and Learning

Digital Games and Learning
Title Digital Games and Learning PDF eBook
Author Nicola Whitton
Publisher Routledge
Pages 231
Release 2014-03-26
Genre Education
ISBN 1136216448

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In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.

Understanding Digital Games

Understanding Digital Games
Title Understanding Digital Games PDF eBook
Author Jason Rutter
Publisher SAGE
Pages 270
Release 2006-04-20
Genre Language Arts & Disciplines
ISBN 1847877664

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There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.

Handbook of Digital Games

Handbook of Digital Games
Title Handbook of Digital Games PDF eBook
Author Marios C. Angelides
Publisher John Wiley & Sons
Pages 611
Release 2014-02-19
Genre Technology & Engineering
ISBN 1118796276

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This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.

Emotions, Technology, and Digital Games

Emotions, Technology, and Digital Games
Title Emotions, Technology, and Digital Games PDF eBook
Author
Publisher Academic Press
Pages 366
Release 2015-09-25
Genre Psychology
ISBN 0128018402

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Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. - Details how games affect emotions—both during and after play - Describes how we can manage a player's affective reactions - Applies the emotional affect to making games more immersive - Examines game-based learning and education - Identifies which components of online games support socio-emotional development - Discusses the impact of game-based emotions beyond the context of games

The Business and Culture of Digital Games

The Business and Culture of Digital Games
Title The Business and Culture of Digital Games PDF eBook
Author Aphra Kerr
Publisher SAGE
Pages 198
Release 2006-04-06
Genre Games & Activities
ISBN 9781412900478

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This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.

Choosing and Using Digital Games in the Classroom

Choosing and Using Digital Games in the Classroom
Title Choosing and Using Digital Games in the Classroom PDF eBook
Author Katrin Becker
Publisher Springer
Pages 429
Release 2016-09-29
Genre Education
ISBN 3319122231

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This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.

Playing with Religion in Digital Games

Playing with Religion in Digital Games
Title Playing with Religion in Digital Games PDF eBook
Author Heidi A. Campbell
Publisher Indiana University Press
Pages 314
Release 2014-04-28
Genre Games & Activities
ISBN 0253012635

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Shaman, paragon, God-mode: modern video games are heavily coded with religious undertones. From the Shinto-inspired Japanese video game Okami to the internationally popular The Legend of Zelda and Halo, many video games rely on religious themes and symbols to drive the narrative and frame the storyline. Playing with Religion in Digital Games explores the increasingly complex relationship between gaming and global religious practices. For example, how does religion help organize the communities in MMORPGs such as World of Warcraft? What role has censorship played in localizing games like Actraiser in the western world? How do evangelical Christians react to violence, gore, and sexuality in some of the most popular games such as Mass Effect or Grand Theft Auto? With contributions by scholars and gamers from all over the world, this collection offers a unique perspective to the intersections of religion and the virtual world.