August 20, 2017
Gaming is a growing tendency inward the 21st century learning prototype together with you lot don't bespeak to await difficult to meet the evidence. Digital together with video games take upwards a big business office of the lives of our digital natives, together with of course, every bit is the instance alongside every 'new technology' doubtful together with cynical voices are the initiative off to last heard. When writing was initiative off invented some half dozen thousands years ago, people were really critical of the novel invention. In Phaedrus, for instance, the pop Greek philosopher, Plato expresses serious reservations about writing. He viewed it "as a mechanical, inhuman way of processing knowledge, unresponsive to questions together with destructive of memory."(
Orality together with Literacy, Kindle location. 891). The same criticism together with initial rejection were levelled against other inventions that transformed humanity (e.g conception of telephone, radio, TV, together with Internet).
The declaration hither is that everything has an inherent polarity of negative together with positive aspects together with it behoves us to foreground the positive aspects together with brand the best of them piece also devising strategies to bargain alongside the negative sides. The same alongside digital together with video gaming, their advantages greatly outweigh their disadvantages. If you lot uncertainty it, hither is a laid of some genuinely wonderful books that shed to a greater extent than low-cal on the importance of video games together with how they attention kids inward their learning.
1- What Video Games Have to Teach Us About Learning together with Literacy, past times James Paul Gee
“James Paul Gee begins his classic mass alongside "I desire to verbalize nearly video games--yes, fifty-fifty vehement video games--and say some positive things nearly them." With this unproblematic but explosive statement, i of America's most well-respected educators looks seriously at the skillful that tin come upwards from playing video games.”
2- Reality Is Broken: Why Games Make Us Better together with How They Can Change the World, past times Jane McGonigal
“In this groundbreaking book, Jane shows how nosotros tin leverage the ability of games to ready what is incorrect alongside the existent world-from social problems similar depression together with obesity to global issues similar poverty together with climate change-and introduces us to cutting-edge games that are already changing the business, education, together with nonprofit worlds.”
3- Fun: Inc: Why Gaming Will Dominate the Twenty-First Century, past times Tom Chatfield
“Fun Inc. is the most elegant together with comprehensive defense forcefulness of the condition of reckoner games inward our civilization I withdraw keep read. The sheer pervasiveness of game experience—99 per cent of teenage boys together with 94 per cent of teenage girls having played a video game—means that 2d naffness falls upon those who limited a musty disdain for the medium. In fact, every bit Fun Inc. elegantly explains, reckoner game-playing has a really potent claim to last i of the most vital test-beds for intellectual enquiry.” (Independent [London])
4- Good Video Games together with Good Learning: Collected Essays on Video Games, Learning together with Literacy, past times James Paul Gee
“This mass discusses a broad attain of topics concerning video games, learning together with literacy. These include the ways games tin get married pleasure, learning together with mastery through the feel of ownership, agency together with command players taste when gaming, every bit good every bit controversial issues surrounding games. The mass explores relationships betwixt values, identity, content together with learning, together with focuses on how to empathize together with explicate many immature people’s differential experiences of learning inward gaming together with schooling respectively.”
5- Don't Bother Me Mom--I'm Learning, past times Marc Prensky
“Marc Prensky presents the case—profoundly counter-cultural but truthful nevertheless—that video together with reckoner game playing, inside limits, is genuinely really beneficial to today's "Digital Native" kids, who are using them to laid themselves for life inward the 21st century. The ground kids are then attracted to these games, Prensky says, is that they are learning nearly of import "future" things, from collaboration, to prudent withdraw a opportunity taking, to strategy formulation together with execution, to complex moral together with ethical decisions.”
6- The Ecology of Games: Connecting Youth, Games, together with Learning, past times Katie Salen Tekinba
“This mass looks at games every bit systems inward which immature users participate, every bit gamers, producers, together with learners. The Ecology of Games (edited past times Rules of Play author Katie Salen) aims to expand upon together with add together nuance to the debate over the value of games--which then far has been vociferous but overly polemical together with surprisingly shallow.”
7- Video Games together with Learning: Teaching together with Participatory Culture inward the Digital Age, past times Kurt Squire
“ This accessible mass describes how educators together with curriculum designers tin harness the participatory nature of digital media together with play. The author presents a comprehensive model of games together with learning that integrates analysis of games, games cultures, together with educational game design. Building on over 10 years of research, Kurt Squire tells the story of the emerging land of immersive digitally mediated learning environments (or games) together with outlines the hereafter of education.”
8- Games, Learning, together with Society: Learning together with Meaning inward the Digital Age, past times Constance Steinkuehler (Editor), Kurt Squire Ph.D. (Editor), Sasha Barab Ph.D. (Editor)
“This mass is the initiative off reader on videogames together with learning of its kind. Covering game design, game culture, together with games every bit 21st century pedagogy, it demonstrates the depth together with breadth of scholarship on games together with learning to date. The chapters stand upwards for some of the most influential thinkers, designers, together with writers inward the emerging land of games together with learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin, together with others”
9- How to Do Things alongside Videogames, by Ian Bogost
“Bogost, a leading scholar of videogames together with an award-winning game designer, explores the many ways reckoner games are used today: documenting of import historical together with cultural events; educating both children together with adults; promoting commercial products; together with serving every bit platforms for art, pornography, exercise, relaxation, pranks, together with politics. Examining these applications inward a serial of short, inviting, together with provocative essays, he argues that together they brand the medium broader, richer, together with to a greater extent than relevant to a wider audience.”
10- Digital Games together with Learning: Research together with Theory, past times Nicola Whitton
“Digital Games together with Learning: Research together with Theory provides a clear together with concise critical theoretical overview of the land of digital games together with learning from a cross-disciplinary perspective. Taking into occupation organisation human relationship research together with theory from areas every bit varied every bit reckoner science, psychology, education, neuroscience, together with game design, this mass aims to synthesise run that is relevant to the report of games together with learning. It focuses on 4 aspects of digital games: games every bit active learning environments, games every bit motivational tools, games every bit playgrounds, together with games every bit learning technologies, together with explores each of these areas inward detail.”
11- Gaming Lives inward the Twenty-First Century: Literate Connections, past times Gail E. Hawisher (Editor), Cynthia L. Selfe (Editor)
“Gaming Lives explores the complexly rendered human relationship betwixt reckoner gaming environments together with literacy evolution past times focusing on in-depth instance studies of reckoner gamers inward the United States of America of America at the outset of the twenty-first century. This mass examines the claim that reckoner games tin render amend literacy together with learning environments than U.S. schools. Using the words together with observations of private gamers, this mass offers historical together with cultural analyses of their literacy development, practices, together with values.”
12- Everything Bad is Good for You: How Today's Popular Culture is Actually Making Us Smarter, past times Steven Johnson
“ In this provocative, unfailingly intelligent, thoroughly researched, together with surprisingly convincing big thought book, Steven Johnson draws from fields every bit various every bit neuroscience, economics, together with media theory to debate that the pop civilization nosotros soak inward every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing to a greater extent than sophisticated alongside each passing year, and, far from rotting our brains, is genuinely posing novel cognitive challenges that are genuinely making our minds measurably sharper.”
13- Gamify: How Gamification Motivates People to Do Extraordinary Things, past times Brian Burke
“Gamify shows gamification inward action: every bit a powerful approach to engaging together with motivating people to achieving their goals, piece at the same fourth dimension achieving organizational objectives. It tin last used to motivate people to alter behaviors, prepare skills, together with movement innovation. “
14- The Gamification of Learning together with Instruction: Game-based Methods together with Strategies for Training together with Education. By Karl M. Kapp
“"Kapp argues convincingly that gamification is non simply nearly adding points, levels together with badges to an eLearning program, but nearly fundamentally rethinking learning design. He has pose together a bright primer for learning professionals on how to gamify learning, packed alongside useful advice together with examples." —Anders Gronstedt, president, Gronstedt Group”.
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