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