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E-raamat: Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources

  • Formaat: 376 pages
  • Ilmumisaeg: 21-Dec-2022
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781000818918
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  • Formaat: 376 pages
  • Ilmumisaeg: 21-Dec-2022
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781000818918

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All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines.

Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices.

In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.

Arvustused

"I would posit that David Seelow should be esteemed in the same way we treat John Paul Gee, Jane McGonigal, Jesse Schell, and Lee Sheldon. The book contains significant benefits and is well worth the investment of time and money required to acquire and read the book. This book is highly recommended if you are looking to experiment with GBL in the classroom, either via online, virtual, or hybrid approaches. You will find a wide range of successfully applied games that could be used to stimulate your learners interest in achieving a deeper level of learning."

- Michael J. D. Sutton, Journal of Applied Learning & Teaching

In Memoriam xix
Author xxiii
Introduction: The Power and Potential of Games for Learning 1(26)
PART I Games as Transformative Classroom Experiences
Chapter 1 My Favorite Game: The Power of Personal Learning
27(16)
The Online Class: Nontraditional Students' Favorite Game
28(3)
The Tradition Classroom: Youthful College Students' Favorite Games
31(6)
Thoughts On Adapting Strategies From "My Favorite Game" To Classroom Learning Activities
37(1)
Note
38(1)
Lesson Idea
38(1)
Games
39(4)
Chapter 2 Ask the Sphinx: Power Up Student Motivation with Superpower Challenges
43(10)
Intrinsic Motivation: For The Love Of The Game
43(2)
Winning Without Losing: Defining A Superpower Challenge
45(2)
A Meaningful Mad Lib
47(3)
Superpower Challenge #1 Superpower of Healing
47(1)
Task
47(1)
Superpower Challenge #2 Double Your Power
48(1)
Superpower Challenge #3 A Puzzle
49(1)
Super Strength
49(1)
Notes
50(1)
Lesson Idea
51(1)
Open the Door to Female Equality
51(1)
Resources
51(2)
Games
51(1)
Website
52(1)
Book
52(1)
Chapter 3 Gen Con in the Classroom: Board Games for Learning
53(20)
It's Elementary, My Dear Watson: Board Games For The Young
56(4)
Long-Term Lessons In Game Play From The Primary Grades
60(1)
The College Pathway: Board Games For Older Students
61(5)
From Bored To Board
66(1)
Notes
67(1)
Resources
67(6)
Websites/Organizations
67(2)
Board Game Resources
69(2)
Books and Primary Media
71(2)
Chapter 4 Video Games in the English Classroom: Supercharging Critical Literacy
73(16)
Close Reading And The Power Of Analytic Thinking
73(5)
Why Close Reading?
73(2)
Classroom Implementation
75(1)
Classroom Activities
76(2)
Playing And Reading, Contrasting Experiences Of "The Dark Knight"
78(1)
Batman: Experiencing The Shades Of Heroism
79(3)
Out Of The Asylum: Some Bat Lessons Learned
82(2)
Notes
84(1)
Lesson Idea
84(1)
Games
85(2)
Primary Texts
87(1)
Resources
87(2)
Website/Journal
87(1)
Books and Articles
87(1)
Norton Critical Editions
88(1)
Chapter 5 Playing through Stories: Teaching Interactive Narrative
89(34)
The Reincarnation Of The Bard: The Dungeon Master As Storyteller
90(1)
Teaching Oral Narrative
91(1)
The Mists Of Ireland
91(3)
Characters
91(1)
The Scene
91(1)
The Path of the Graveyard
92(1)
The Path of the Round Tower
92(1)
The Path of Cormac's Cathedral
93(1)
Text Adventures: Spurring Creativity And Demanding Exactitude Or Good Reading Makes Good Writing
94(1)
Choose Your Own Adventure Stories: The Fun Of Reading
95(2)
Hopscotch Or The Ludic In Literature
97(2)
Teaching Strategy
99(1)
Fighting Fantasies Or The Game-Novel
99(4)
Teaching Strategy
100(3)
Episodic Storytelling
103(1)
Teaching Strategy
104(1)
Exploratory Storytelling: What Remains Of Edith Finch*
104(1)
Teaching Strategy: The Museum of Me
104(1)
Playing The Detective Story: "Herstory"
105(1)
Teaching Strategy
106(1)
Stories On The Go Or Florence In Love
107(6)
Lesson Ideas
113(1)
Chemistry/Physics/Art
113(1)
Film
113(1)
Literature/Graphic Novel
113(1)
Notes
114(1)
Games
114(4)
Resources
118(5)
Primary Texts
118(1)
Websites/Organizations/Curricula
119(1)
Books
119(4)
PART II Games as Transformative Classroom Experiences
Chapter 6 Using a Game to Counter the Prejudice, Bias, and Discrimination against the Transgender Community: If Found and Transformative Storytelling
123(16)
Representing Transgender Persons During A "Culture War"
123(3)
Kasio Says: Teaching The Journey Of Discovery And Acceptance Through The Game If Found
126(5)
Notes
131(1)
Lesson Ideas
132(2)
Games
134(1)
Resources
135(4)
Primary Texts
135(2)
Websites/Organizations
137(1)
Book
138(1)
Chapter 7 "Smart Bets" Balancing Uncertainty with Clear Thinking: Annie Duke's Poker Skills for Everyday Life
139(10)
We Are Not As Smart As We Think
145(1)
Note
146(1)
Lesson Ideas
147(1)
Resources
147(2)
Websites/Organizations
147(1)
Books
147(2)
Chapter 8 Chess for Self, School, and Society
149(10)
The Grand Game
149(1)
Preventing Checkmate: Chess As An Academic And Social Intervention
150(1)
Ben Franklin And The Game Of Chess
151(4)
Foresight
152(1)
Circumspection
152(1)
Caution
153(1)
Perseverance
153(1)
Chess as a Philosophy of Life
154(1)
Notes
155(1)
Lesson Idea
156(1)
Resources
156(3)
Websites/Organizations
156(1)
Films/Television
157(1)
Books
158(1)
Chapter 9 War from the Other Side: Playing Games to Save Democracy
159(26)
Attentat 1942: A Documentary Game As History And Warning
159(5)
The Past In The Present: The Synchronigty Of History
164(3)
Shakespeare Still Our Contemporary: The Game This War Of Mine And The Challenge Of Empathy In A Time Of Increasing Intolerance
167(2)
Teaching A New Kind Of Wargame
169(5)
Rethinking War Games
171(3)
Teaching History During A Time Of Historical Denial
174(1)
Notes
175(1)
Games
176(1)
Lesson Ideas
176(4)
Attentat 1942
176(3)
This War of Mine
179(1)
Resources
180(5)
Websites/Organizations/Curriculum
180(3)
Books/Articles/Essays/Talks
183(2)
Chapter 10 The Child as Mother to Man: A Game for Saving Nature
185(14)
Running With Hope
185(3)
The Local Is Global, The Global Is Local
188(3)
Playing The Child Hero
191(1)
Rainbows And Butterflies: Art As Savior
192(3)
Notes
195(1)
Lesson Idea
196(1)
Game
197(1)
Resources
197(2)
Chapter 11 Turning Strangers into Neighbors: Improving the World through a Game of Gratitude
199(10)
Searching For Happiness In A Cynical Time
199(2)
The Power Of Kind Words
201(3)
Lesson Ideas
204(1)
Game
205(1)
Resources
205(4)
Primary Sources
205(1)
Websites/Organizations
205(1)
Books
206(3)
Part III Casual Games as Transformative Online Learning Experiences
Chapter 12 Three Small Games for Big Learning in Math and Physics
209(8)
Cut The Rope: The Physics Of A Candy Cruncher
210(1)
Threes! Motivation For Math
210(2)
Dragon Box Algebra 5+: Student Math Warriors
212(3)
Games
215(1)
Lesson Idea
215(1)
Resources
215(2)
Chapter 13 Playing Small Business Owners: Teaching Management, Self-Efficacy, and Authentic Skills through Casual Games
217(10)
Papa's Pizzeria To Go: Managing A Neighborhood Business
218(1)
Tiny Tower: Teaching Entrepreneurship
219(1)
Landlord Go: Teaching Real Estate Development
220(2)
Punch Club: Teaching Self-Efficacy And Sports Management
222(1)
Lesson Ideas For Authentic Field-Based Learning
223(2)
Papa's Pizzeria to Go
223(1)
Tiny Tower
224(1)
Landlord Go
225(1)
Punch Club
225(1)
Resource
225(2)
Book
225(2)
Chapter 14 Teaching Teamwork with a Public Health Game
227(6)
Outbreak Squad: Fighting Epidemics, A Battle For Public Health
228(2)
Lesson Ideas
230(1)
Game
231(1)
Resources
231(2)
Chapter 15 There Is an Imposter Among Us: Teaching Truth in the Time of "The Big Lie"
233(8)
The Dangers Of A Single Truth
235(1)
Games And Reality, Reality, And The Truth
236(1)
Note
237(1)
Lesson Idea
238(1)
Games
239(2)
Chapter 16 Teaching Tragedy in Real Time: The Syrian Refugee Crisis
241(8)
Notes
245(1)
Lesson Ideas
245(2)
Game
247(1)
Resources
247(2)
Organizations/Websites/Curriculum Resources
247(1)
Primary Texts
248(1)
Chapter 17 Games for College Orientation: Social Emotional Learning
249(16)
Life Is A Mug Of Oatmeal: The Average Everyday Adventures Of Samantha Browne
250(4)
The Sweet And Sour Week Of An African American College Student: Sweetxheart: A Game For Conversations On Racial And Sexual Harassment
254(5)
Postscript: Diversity On College Campuses, A Continuing Problem
259(1)
Notes
260(1)
Lesson Ideas
260(1)
Resources
261(4)
Websites/Organizations/Centers
261(1)
Articles/Chapters/Reports
261(4)
Part IV Playing across Boundaries: Interdisciplinary Instruction with Films, Games, and Literature
Chapter 18 Teaching the Disclosure Scene: Empathy and Understanding for Transgender People
265(16)
Disclosing Gender Fluidity In A Binary Culture
265(1)
Enduring Stereotypes
266(1)
Disclosure As Hatred, Fear Or Acceptance: Persona 3, Ace Ventura, And Lola
266(2)
Secrets In Gerudo Town: The Legend Of Zelda's Transphobic Moment
268(3)
Dressed To Kill: The Slasher As Therapist
271(2)
The Problem With Teaching Political Correctness
273(3)
The Secret's Out And The Other Is Dead: Slaughtering Sexual Difference Or Dressed To Kill On The Streets Of Harlem
276(2)
The Crying Game And The Transcendence Of Difference
278(1)
Lesson Ideas
279(1)
Games
280(1)
Resources
280(1)
Films/Television
280(1)
Chapter 19 Teaching Over the Top: The Great War through a Game, Painting, Poem, and Superhero Film
281(8)
Game
286(1)
Resources
286(3)
Primary Texts
286(3)
Chapter 20 How "Memoirs" about the Iranian Revolution Can Help Change Stereotypical Perceptions of the Muslim as "Other"
289(20)
Experiencing Islam In Ireland: A Personal Note By Way Of Introduction
289(3)
Representing Revolutionary Iran Through A Narrative-Driven Adventure Game: The Power Of Art As Understanding And Empathy
292(3)
Game As History/History As Game: The Nebulous Nature Of Truth And Classification
295(1)
The Veil Of Truth
296(1)
Persepolis I: Playing With The Veil
297(6)
What Should We Teach?
303(1)
Notes
304(2)
Game
306(1)
Lesson Idea
306(1)
Resources
306(3)
Primary Texts
306(1)
Websites/Organizations/Curricula
307(1)
Books
308(1)
Chapter 21 Teaching about Pandemics During a Pandemic
309(36)
A Journal Of The Plague Year: Teaching History As The Present
310(4)
Preparation
311(1)
Social Stratification
312(1)
Statistics as Truth and Lying
312(1)
Social Dilemmas
312(1)
Contagion
313(1)
Existential Choices
313(1)
Quackery and Science
313(1)
Dead Bodies
313(1)
Surveillance
313(1)
Self-Indulgence and Impatience
314(1)
Partying During The Plague: The Masque Of The Red Death
314(2)
Playing The Enemy: Plague, Inc.
316(4)
Darkness And Decay Or Cooperation And Hope?
320(1)
Heavens To Betsy: Teaching Outbreak In An Outbreak
321(2)
A Note On Teaching Interdependence
323(1)
Cooperation Is The Only Thing: Pandemic
324(2)
A Pox On Us All: Board Games For Vaccination
326(2)
Contagion, Covid-19, And The Future
328(4)
Notes
332(1)
Lesson Ideas
333(1)
Games
333(1)
Resources
334(3)
Primary Texts
334(1)
Website
334(1)
Books and Articles
334(3)
Conclusion A Short Hike To The Top Of The Mountain: Teaching The Transcendent Or Walking The Dog
337(8)
Index 345
David Seelow has taught in higher education continually since 1989 at both public and private colleges ranging from top tier research universities to community colleges. He has also taught several years in public school and holds 4 permanent education licenses from New York State, which has the most rigorous licensure requirements of any state in the nation. Dr. Seelow founded the Center for Game and Simulation-Based Learning based in Albany, New York, as well as an award-winning Online Writing Lab. Dr. Seelow has taught online course for 15 years, designed several online courses and developed entire online programs, all of which give the book and added appeal during a time when many schools rely on virtual and blended learning models. He has a certificate in game design and has published and presented nationally and internationally on games in learning, the humanities, and education. His previous books on Radical Modernism and Sexuality (Palgrave MacMillan, 2005), the well-reviewed Lessons Drawn: Essays on the Pedagogy of Comics and Graphic Novels (McFarland, 2019) and Game Based Classroom: Practical Strategies for Grades 6-12 (Routledge, Eye on Education series, 2021).