Games: Purpose and Potential in Education

Games: Purpose and Potential in Education

Author: Christopher Thomas Miller

Publisher: Springer Science & Business Media

ISBN: 9780387097756

Category: Education

Page: 259

View: 428

The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.

What Every Parent Needs to Know about Video Games

What Every Parent Needs to Know about Video Games

Author: Richard Abanes

Publisher: Harvest House Publishers

ISBN: 0736917403

Category: Games

Page: 132

View: 790

In this helpful primer, an award-winning journalist and experienced gamer gives readers a survey of the field and a framework for thinking through the issues in order to make judgments about not only what is shown in games, but how it's shown, in what context, and what overall message is being delivered.

Entertainment Computing – ICEC 2020

Entertainment Computing – ICEC 2020

Author: Nuno J. Nunes

Publisher: Springer Nature

ISBN: 9783030657369

Category: Computers

Page: 470

View: 147

This book constitutes the refereed proceedings of the 19th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2020, which was supposed to take place in Xi’an, China, in November 2020, but it was instead held virtually due to the COVID-19 pandemic. The 21 full papers and 18 short papers presented were carefully reviewed and selected from 72 submissions. They cover a large range of topics in the following thematic areas: games; virtual reality and augmented reality; artificial intelligence; edutainment and art; 3D modeling; and animation.

Routledge Handbook of Science, Technology, and Society

Routledge Handbook of Science, Technology, and Society

Author: Daniel Lee Kleinman

Publisher: Routledge

ISBN: 9781136237164

Category: Political Science

Page: 518

View: 213

Over the last decade or so, the field of science and technology studies (STS) has become an intellectually dynamic interdisciplinary arena. Concepts, methods, and theoretical perspectives are being drawn both from long-established and relatively young disciplines. From its origins in philosophical and political debates about the creation and use of scientific knowledge, STS has become a wide and deep space for the consideration of the place of science and technology in the world, past and present. The Routledge Handbook of Science, Technology and Society seeks to capture the dynamism and breadth of the field by presenting work that pushes the reader to think about science and technology and their intersections with social life in new ways. The interdisciplinary contributions by international experts in this handbook are organized around six topic areas: embodiment consuming technoscience digitization environments science as work rules and standards This volume highlights a range of theoretical and empirical approaches to some of the persistent – and new – questions in the field. It will be useful for students and scholars throughout the social sciences and humanities, including in science and technology studies, history, geography, critical race studies, sociology, communications, women’s and gender studies, anthropology, and political science.

Men to Boys

Men to Boys

Author: Gary S. Cross

Publisher: Columbia University Press

ISBN: 9780231144315

Category: Social Science

Page: 326

View: 672

Men today delay marriage and responsibility deep into their 20s or 30s, preferring instead to hold fast to the pleasures of youth. Instead of blaming the young or glorifying the past, Cross studies the attitudes and cultures of three generations of men, linking their rebellion against maturity to parallel shifts in American culture.

Encyclopedia of Play in Today's Society

Encyclopedia of Play in Today's Society

Author: Rodney P. Carlisle

Publisher: SAGE Publications

ISBN: 9781452266107

Category: Education

Page: 1032

View: 181

CHOICE Outstanding Academic Title for 2009 "This ground-breaking resource is strongly recommended for all libraries and health and welfare institutional depots; essential for university collections, especially those catering to social studies programs." —Library Journal, STARRED Review Children and adults spend a great deal of time in activities we think of as "play," including games, sports, and hobbies. Without thinking about it very deeply, almost everyone would agree that such activities are fun, relaxing, and entertaining. However, play has many purposes that run much deeper than simple entertainment. For children, play has various functions such as competition, following rules, accepting defeat, choosing leaders, exercising leadership, practicing adult roles, and taking risks in order to reap rewards. For adults, many games and sports serve as harmless releases of feelings of aggression, competition, and intergroup hostility. The Encyclopedia of Play in Today's Society explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreational activities of children and adults throughout the ages, from dice games in the Roman Empire to video games today. With more than 450 entries, these two volumes do not include coverage of professional sports and sport teams but, instead, cover the hundreds of games played not to earn a living but as informal activity. All aspects of play—from learning to competition, mastery of nature, socialization, and cooperation—are included. Simply enough, this Encyclopedia explores play played for the fun of it! Key Features Available in both print and electronic formats Provides access to the fascinating literature that has explored questions of psychology, learning theory, game theory, and history in depth Considers the affects of play on child and adult development, particularly on health, creativity, and imagination Contains entries that describe both adult and childhood play and games in dozens of cultures around the world and throughout history Explores the sophisticated analyses of social thinkers such as Huizinga, Vygotsky, and Sutton-Smith, as well as the wide variety of games, toys, sports, and entertainments found around the world Presents cultures as diverse as the ancient Middle East, modern Russia, and China and in nations as far flung as India, Argentina, and France Key Themes Adult Games Board and Card Games Children's Games History of Play Outdoor Games and Amateur Sports Play and Education Play Around the World Psychology of Play Sociology of Play Toys and Business Video and Online Games For a subject we mostly consider light-hearted, play as a research topic has generated an extensive and sophisticated literature, exploring a range of penetrating questions. This two-volume set serves as a general, nontechnical resource for academics, researchers, and students alike. It is an essential addition to any academic library.

Communication and Media Ethics

Communication and Media Ethics

Author: Patrick Lee Plaisance

Publisher: Walter de Gruyter GmbH & Co KG

ISBN: 9783110466034

Category: Language Arts & Disciplines

Page: 572

View: 825

Ethics in communication and media has arguably reached a pivotal stage of maturity in the last decade, moving from disparate lines of inquiry to a theory-driven, interdisciplinary field presenting normative frameworks and philosophical explications for communicative practices. The intent of this volume is to present this maturation, to reflect the vibrant state of ethics theorizing and to illuminate promising pathways for future research.