Connected Gaming

Connected Gaming
Author :
Publisher : MIT Press
Total Pages : 221
Release :
ISBN-10 : 9780262551557
ISBN-13 : 0262551551
Rating : 4/5 (57 Downloads)

Book Synopsis Connected Gaming by : Yasmin B. Kafai

Download or read book Connected Gaming written by Yasmin B. Kafai and published by MIT Press. This book was released on 2024-03-19 with total page 221 pages. Available in PDF, EPUB and Kindle. Book excerpt: How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.

Teaching in the Game-Based Classroom

Teaching in the Game-Based Classroom
Author :
Publisher : CRC Press
Total Pages : 188
Release :
ISBN-10 : 9781000411737
ISBN-13 : 1000411737
Rating : 4/5 (37 Downloads)

Book Synopsis Teaching in the Game-Based Classroom by : David Seelow

Download or read book Teaching in the Game-Based Classroom written by David Seelow and published by CRC Press. This book was released on 2021-07-12 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches. Middle and high school educators will find engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more.

Digital Playgrounds

Digital Playgrounds
Author :
Publisher : University of Toronto Press
Total Pages : 367
Release :
ISBN-10 : 9781442615564
ISBN-13 : 1442615567
Rating : 4/5 (64 Downloads)

Book Synopsis Digital Playgrounds by : Sara M. Grimes

Download or read book Digital Playgrounds written by Sara M. Grimes and published by University of Toronto Press. This book was released on 2021 with total page 367 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital Playgrounds makes the argument that online games play a uniquely meaningful role in children's lives, with profound implications for children's culture, agency, and rights in the digital era.

Internet Gaming Disorder

Internet Gaming Disorder
Author :
Publisher : Academic Press
Total Pages : 296
Release :
ISBN-10 : 9780128129258
ISBN-13 : 0128129255
Rating : 4/5 (58 Downloads)

Book Synopsis Internet Gaming Disorder by : Daniel King

Download or read book Internet Gaming Disorder written by Daniel King and published by Academic Press. This book was released on 2018-07-18 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for clients with problematic gaming behaviors and Internet gaming disorder. It provides an overview of the existing research on epidemiology, risk and protective factors, and discusses the distinct cognitive features that distinguish gaming from gambling and other related activities and disorders. Clinicians will find interest in discussion of the latest developments in cognitive-behavioral approaches to gaming disorder as well as the best structure for clinical interviews. Included in clinical sections are details of the key indicators of harm and impairment associated with problem gaming and how these might present in clinical cases. Internet Gaming Disorder is strongly evidence-based, draws extensively upon the latest international research literature, and provides insights into the likely future developments in this emerging field both in terms of technological development and new research approaches. - Discusses the conceptual basis of Internet gaming disorder as a behavioral addiction - Provides screening approaches for measuring excessive gaming - Details a structured clinical interview approach for assessing gaming disorder - Provides evidence-based clinical strategies for prevention and treatment - Covers cognitive behavioral therapy and harm reduction strategies

Investigating Rollenwahrnehmung, Perspective and Space through Virtual Reality related Game Interfaces

Investigating Rollenwahrnehmung, Perspective and Space through Virtual Reality related Game Interfaces
Author :
Publisher : BoD – Books on Demand
Total Pages : 300
Release :
ISBN-10 : 9783752611403
ISBN-13 : 3752611405
Rating : 4/5 (03 Downloads)

Book Synopsis Investigating Rollenwahrnehmung, Perspective and Space through Virtual Reality related Game Interfaces by : Daniel P. O. Wiedemann

Download or read book Investigating Rollenwahrnehmung, Perspective and Space through Virtual Reality related Game Interfaces written by Daniel P. O. Wiedemann and published by BoD – Books on Demand. This book was released on 2021-01-03 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is the publication of my PhD dissertation and is written in the corresponding style. The included research provides explorations and investigative reflections on Rollenwahrnehmung (a newly coined phrase meaning role perception/fulfillment), Perspective and Space through Virtual Reality (VR) game interfaces. A number of important topics will be addressed, like the creation of new experiences in the context of VR, the extension and new development of various interaction paradigms, various User Experience (UX) aspects and user guidance in a sophisticated new medium. Placed in the field of design practice, this research focuses on the creation of digital gaming artifacts, while extrapolating insights and guidelines concerning VR interfaces. Hence, this practice-based research is derived from a portfolio of specifically developed interactive artifacts, following the methodological approach of Constructive Design Research. These include the VR related games Nicely Dicely, LizzE - And the Light of Dreams and Gooze. They were used for various Lab experiments and Showroom presentations, while continually being refined throughout an iterative process. Nicely Dicely is an abstract game based on physics. In Local Multiplayer, up to four players are able to compete or collaborate. It is not a VR game per se, but features both, Monoscopic and 3D Stereoscopic Vision modes, which were tested in an experiment on their effect on Player Immersion. LizzE - And the Light of Dreams is a Singleplayer 3rd Person Hack and Slay game based in a fantasy universe. In an experiment, the game was used to primarily investigate in which ways 3rd Person VR games can work for a broad audience, regarding camera behavior. Gooze is a 1st Person VR puzzle game, taking place in a realistic horror environment with supernatural aspects. It was designed with diverse VR interaction technologies in mind and offers users different options to play the game, depending on available hardware and preferences. The Locomotion and Virtual Object Interaction mechanics were tested in an experiment regarding their UX. In summary, this book illustrates various game, interface and VR designs, informing the emerging field of VR game development of the relationship between UX, interfaces and gameplay. Furthermore, guidelines for designing and developing specific aspects of VR games were identified and each single artifact can be used as a design and development precedent for practice and academia.

Algorithmic and Architectural Gaming Design: Implementation and Development

Algorithmic and Architectural Gaming Design: Implementation and Development
Author :
Publisher : IGI Global
Total Pages : 477
Release :
ISBN-10 : 9781466616356
ISBN-13 : 1466616350
Rating : 4/5 (56 Downloads)

Book Synopsis Algorithmic and Architectural Gaming Design: Implementation and Development by : Kumar, Ashok

Download or read book Algorithmic and Architectural Gaming Design: Implementation and Development written by Kumar, Ashok and published by IGI Global. This book was released on 2012-05-31 with total page 477 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games represent a unique blend of programming, art, music, and unbridled creativity. To the general public, they are perhaps the most exciting computer applications ever undertaken. In the field of computer science, they have been the impetus for a continuous stream of innovations designed to provide gaming enthusiasts with the most realistic and enjoyable gaming experience possible. Algorithmic and Architectural Gaming Design: Implementation and Development discusses the most recent advances in the field of video game design, with particular emphasis on practical examples of game development, including design and implementation. The target audience of this book includes educators, students, practitioners, professionals, and researchers working in the area of video game design and development. Anyone actively developing video games will benefit from the practical application of fundamental computer science concepts demonstrated in this book.

Department of the Interior and related agencies appropriations for 1990

Department of the Interior and related agencies appropriations for 1990
Author :
Publisher :
Total Pages : 1292
Release :
ISBN-10 : LOC:00032474986
ISBN-13 :
Rating : 4/5 (86 Downloads)

Book Synopsis Department of the Interior and related agencies appropriations for 1990 by : United States. Congress. House. Committee on Appropriations. Subcommittee on Department of the Interior and Related Agencies

Download or read book Department of the Interior and related agencies appropriations for 1990 written by United States. Congress. House. Committee on Appropriations. Subcommittee on Department of the Interior and Related Agencies and published by . This book was released on 1989 with total page 1292 pages. Available in PDF, EPUB and Kindle. Book excerpt: