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Gaming SEL: Games as Transformational to Social and Emotional Learning New edition [Kõva köide]

  • Formaat: Hardback, 204 pages, kõrgus x laius: 225x150 mm, kaal: 390 g, 12 Illustrations
  • Ilmumisaeg: 23-Jun-2021
  • Kirjastus: Peter Lang Publishing Inc
  • ISBN-10: 143318642X
  • ISBN-13: 9781433186424
Teised raamatud teemal:
  • Formaat: Hardback, 204 pages, kõrgus x laius: 225x150 mm, kaal: 390 g, 12 Illustrations
  • Ilmumisaeg: 23-Jun-2021
  • Kirjastus: Peter Lang Publishing Inc
  • ISBN-10: 143318642X
  • ISBN-13: 9781433186424
Teised raamatud teemal:
Games enable children to practice emotions in spaces that are free from actualized consequences. With thoughtful guidance, games can help children manage emotions, perspective-take, demonstrate empathic concern, and exhibit prosocial behaviors.



Emerging research suggests that these competenciesalso known as social and emotional learning (SEL) skillsare, in fact, teachable. In Gaming SEL: Games as Transformational to Social and Emotional Learning, Matthew Farber investigates the rich opportunities games have in supporting SEL skill development. Experts from the fields of education, game development, and SELincluding folks from CASEL, the Fred Rogers Center, Greater Good in Education, iThrive Games, Minecraft Education, and UNESCO MGIEPshare advice.



Games themselves cannot be responsible for childrens learning. Having a supportive educator or caregiver guiding experiences can be crucial. This book also includes recommendations for embedding games in classrooms in ways that support meaningful SEL skill development. Regardless of your experience, content area, or grade level, this book is for you!

Arvustused

Matthew Farber delivers a much-needed resource for those interested in finding ways to meet youth where they are. Games are undeniably a meaningful part of young peoples lives, and identifying ways games can offer pathways to growth and self-awareness is gold! His understanding of social and emotional learning and the games industry provides a unique insight into how games can contribute to the development of thriving global citizens.Susanna Pollack, President, Games for Change Games can provide a context for exploration, experimentation, and perspective-takinga playground for human development that can help us better understand ourselves and each other. In this timely and thoughtfully researched book, Farber presents rich evidence that games build resilience and emotional well-being, and provides a robust catalogue of ideas, examples, and references to explore.Michael Preston, Executive Director, Joan Ganz Cooney Center at Sesame Workshop Kudos to Matthew Farber for synthesizing so much research, contemporary evidence, and expert voices into a book that is both relevant, provocative, and thoughtful. Emotions are the gatekeepers of attention, motivation, and cognition; through technology, young people make sense of and contribute to their world. This book explores the present and possible roles for technology to play in this space.Mark Sparvell, Education Marketing Director, Microsoft Matthew Farber's book gives the reader a compelling and nuanced tour of a very important subjectsocial and emotional learning and the role that games can play in supporting it. I would encourage anyone looking for a comprehensive and accessible introduction to this topic to read this book! I particularly appreciate Farber's broad knowledge of game design efforts in this area, as well as his grasp of related literature.Katherine Isbister, Professor of Computational Media, University of California, Santa Cruz; author of How Games Move Us: Emotion by Design Gaming SEL takes us into a fascinating and resourceful journey exploring the development of social and emotional skills (more specifically in children) and the ways in which games can support social and emotional learning (SEL). Matthew Farber summarizes the results of empirical research and gathers the expertise of dozens of academics, researchers, educators, and game designers to digest it all in a very approachable way for the reader. Using a multitude of examples from board games to video games, he also offers a compelling guide for harnessing the emotional and engaging power of games for SEL. This book is a must-read for teachers, parents, and anyone interested in understanding why and how games can foster a growth mindset, allow us to experiment with emotions and interpersonal relationships safely, and support our overall emotional well-being.Celia Hodent, PhD in psychology, game UX consultant; author of The Gamers Brain and The Psychology of Video Games

List of Figures
ix
Foreword xi
Anantha Kumar Duraiappah
Acknowledgments xiii
Introduction 1(8)
About This Book
4(1)
Links, Lessons, and Games
5(1)
References
6(3)
Part I
Chapter One How Mister Rogers Taught Us to Feel
9(26)
Co-viewing and Joint Media Engagement
10(4)
The Emotional Intelligence of Fred Rogers
14(2)
Social and Emotional Play in the Neighborhood of Make-Believe
16(1)
Rogers's Six Principles of Learning Readiness
17(3)
Playing in Daniel Tiger's Neighborhood
20(3)
How Are You Feeling Today?
23(3)
Mood Management Theory
26(2)
Mood Management and Video Games
28(2)
Links, Lessons, and Games
30(1)
References
31(4)
Chapter Two An Exploration of Social and Emotional Learning
35(24)
CASEL's SEL Framework
37(3)
Critiques of SEL
40(2)
Attack of the Frameworks!
42(2)
SEL Kernels and Brain Games
44(3)
UNESCO MGIEP's EMC2 Framework for Social and Emotional Learning
47(5)
Prosociality and the Greater Good
52(2)
Links, Lessons, and Games
54(1)
References
54(5)
Chapter Three How Games Give Players "The Feels"
59(24)
Affordances and Emotions
61(1)
"Game Feel"
62(3)
"Where Special Rules Obtain"
65(5)
Games as Curriculum
70(2)
From Mechanics to Meaningful Situations
72(4)
Links, Lessons, and Games
76(1)
References
76(7)
Part II
Chapter Four Empathy Games
83(22)
Can a Video Game Teach Empathy?
85(2)
Content Warnings
87(2)
On the Appropriateness of Role-Play
89(8)
Paired Texts and Impossible Field Trips
97(2)
Links, Lessons, and Games
99(1)
References
100(5)
Chapter Five Mindful, Kind, and Compassionate
105(26)
The Mindful Knight
107(2)
Play Deliberately: A Mindful Walk in the Virtual Woods
109(5)
Kind Words: A Game About Being Nice
114(5)
SEL in the Game of School
119(3)
Compassion Games: Survival of the Kindest
122(2)
Extra Life and the Children's Miracle Network
124(2)
Links, Lessons, and Games
126(1)
References
127(4)
Chapter Six Ethics, Perspective-Taking, and Teen Identity
131(22)
Can a Video Game Teach Ethics?
132(5)
Quandaries, Perspectives, and Dilemmas
137(1)
Awkward Moments and Implicit Biases
138(3)
iThrive Games and the Teen Brain
141(4)
Can Video Games Transform Behavior?
145(3)
Links, Lessons, and Games
148(1)
References
149(4)
Chapter Seven Co-op Play, Teamwork, and Relationship Skills
153(22)
Games of Kinship and Interdependence
155(2)
"We Broke Out!"
157(3)
Lessons from Recess
160(3)
Scholastic Esports and Cyber Wellness
163(2)
Tilt Malleability and Growth Mindset
165(3)
Games of Love and Self-Discovery
168(3)
Links, Lessons, and Games
171(1)
References
172(3)
Chapter Eight How Making Games Supports Self-Awareness
175(16)
The Games for Change Student Challenge
177(3)
Global Game Jam NEXT: A Global Game Jam for Youth
180(2)
Anti-Defamation League Game Jams
182(2)
Autopathographical Game Design
184(5)
Links, Lessons, and Games
189(1)
References
189(2)
Index 191
Matthew Farber, Ed.D. is an assistant professor at the University of Northern Colorado, where he directs the Gaming SEL Lab. He has been invited to the White House, authored several books and papers, and is a frequent collaborator with UNESCO MGIEP and Games for Change.