David Seelow
Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning
Strategies & Resources
David Seelow
Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning
Strategies & Resources
- Gebundenes Buch
- Merkliste
- Auf die Merkliste
- Bewerten Bewerten
- Teilen
- Produkt teilen
- Produkterinnerung
- Produkterinnerung
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. This book examines the learning value of a wide variety of games across multiple disciplines.
Andere Kunden interessierten sich auch für
- David SeelowGames as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning76,99 €
- George KalmpourtzisEducational Game Design Fundamentals48,99 €
- Ian SchreiberGame Balance166,99 €
- Ian SchreiberGame Balance70,99 €
- Using Games to Enhance Learning and Teaching60,99 €
- Tim FieldsGame Development 204261,99 €
- Joshua Bycer20 Essential Games to Study74,99 €
-
-
-
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. This book examines the learning value of a wide variety of games across multiple disciplines.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 350
- Erscheinungstermin: 21. Dezember 2022
- Englisch
- Abmessung: 229mm x 152mm x 22mm
- Gewicht: 640g
- ISBN-13: 9781032062679
- ISBN-10: 1032062673
- Artikelnr.: 65924061
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 350
- Erscheinungstermin: 21. Dezember 2022
- Englisch
- Abmessung: 229mm x 152mm x 22mm
- Gewicht: 640g
- ISBN-13: 9781032062679
- ISBN-10: 1032062673
- Artikelnr.: 65924061
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).
In Memoriam. Author. Introduction: The Power and Potential of Games for
Learning. Part I Games as Transformative Classroom Experiences. Chapter 1
My Favorite Game: The Power of Personal Learning. Chapter 2 Ask the Sphinx:
Power Up Student Motivation with Superpower Challenges. Chapter 3 Gen Con
in the Classroom: Board Games. Chapter 4 Video Games in the English
Classroom: Supercharging Critical Literacy. Chapter 5 Playing through
Stories: Teaching Interactive Narrative. 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. Chapter 7 "Smart Bets" Balancing Uncertainty
with Clear Thinking: Annie Duke's Poker Skills for Everyday Life. Chapter 8
Chess for Self, School, and Society. Chapter 9 War from the Other Side:
Playing Games to Save Democracy. Chapter 10 The Child as Mother to Man: A
Game for Saving Nature. Chapter 11 Turning Strangers into Neighbors:
Improving the World through a Game of Gratitude. Part III Casual Games as
Transformative Online Learning Experiences. Chapter 12 Three Small Games
for Big Learning in Math and Physics. Chapter 13 Playing Small Business
Owners: Teaching Management, Self-Efficacy, and Authentic Skills through
Casual Games. Chapter 14 Teaching Teamwork with a Public Health Game.
Chapter 15 There Is an Imposter Among Us: Teaching Truth in the Time of
"The Big Lie". Chapter 16 Teaching Tragedy in Real Time: The Syrian Refugee
Crisis. Chapter 17 Games for College Orientation: Social Emotional
Learning. Part IV Playing across Boundaries: Interdisciplinary Instruction
with Films, Games, and Literature. Chapter 18 Teaching the Disclosure
Scene: Empathy and Understanding for Transgender People. Chapter 19
Teaching Over the Top: The Great War through a Game, Painting, Poem, and
Superhero Film. Chapter 20 How "Memoirs" about the Iranian Revolution Can
Help Change Stereotypical Perceptions of the Muslim as "Other". Chapter 21
Teaching about Pandemics During a Pandemic. CONCLUSION A SHORT HIKE TO THE
TOP OF THE MOUNTAIN: TEACHING THE TRANSCENDENT OR WALKING THE DOG. INDEX.
Learning. Part I Games as Transformative Classroom Experiences. Chapter 1
My Favorite Game: The Power of Personal Learning. Chapter 2 Ask the Sphinx:
Power Up Student Motivation with Superpower Challenges. Chapter 3 Gen Con
in the Classroom: Board Games. Chapter 4 Video Games in the English
Classroom: Supercharging Critical Literacy. Chapter 5 Playing through
Stories: Teaching Interactive Narrative. 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. Chapter 7 "Smart Bets" Balancing Uncertainty
with Clear Thinking: Annie Duke's Poker Skills for Everyday Life. Chapter 8
Chess for Self, School, and Society. Chapter 9 War from the Other Side:
Playing Games to Save Democracy. Chapter 10 The Child as Mother to Man: A
Game for Saving Nature. Chapter 11 Turning Strangers into Neighbors:
Improving the World through a Game of Gratitude. Part III Casual Games as
Transformative Online Learning Experiences. Chapter 12 Three Small Games
for Big Learning in Math and Physics. Chapter 13 Playing Small Business
Owners: Teaching Management, Self-Efficacy, and Authentic Skills through
Casual Games. Chapter 14 Teaching Teamwork with a Public Health Game.
Chapter 15 There Is an Imposter Among Us: Teaching Truth in the Time of
"The Big Lie". Chapter 16 Teaching Tragedy in Real Time: The Syrian Refugee
Crisis. Chapter 17 Games for College Orientation: Social Emotional
Learning. Part IV Playing across Boundaries: Interdisciplinary Instruction
with Films, Games, and Literature. Chapter 18 Teaching the Disclosure
Scene: Empathy and Understanding for Transgender People. Chapter 19
Teaching Over the Top: The Great War through a Game, Painting, Poem, and
Superhero Film. Chapter 20 How "Memoirs" about the Iranian Revolution Can
Help Change Stereotypical Perceptions of the Muslim as "Other". Chapter 21
Teaching about Pandemics During a Pandemic. CONCLUSION A SHORT HIKE TO THE
TOP OF THE MOUNTAIN: TEACHING THE TRANSCENDENT OR WALKING THE DOG. INDEX.
In Memoriam. Author. Introduction: The Power and Potential of Games for
Learning. Part I Games as Transformative Classroom Experiences. Chapter 1
My Favorite Game: The Power of Personal Learning. Chapter 2 Ask the Sphinx:
Power Up Student Motivation with Superpower Challenges. Chapter 3 Gen Con
in the Classroom: Board Games. Chapter 4 Video Games in the English
Classroom: Supercharging Critical Literacy. Chapter 5 Playing through
Stories: Teaching Interactive Narrative. 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. Chapter 7 "Smart Bets" Balancing Uncertainty
with Clear Thinking: Annie Duke's Poker Skills for Everyday Life. Chapter 8
Chess for Self, School, and Society. Chapter 9 War from the Other Side:
Playing Games to Save Democracy. Chapter 10 The Child as Mother to Man: A
Game for Saving Nature. Chapter 11 Turning Strangers into Neighbors:
Improving the World through a Game of Gratitude. Part III Casual Games as
Transformative Online Learning Experiences. Chapter 12 Three Small Games
for Big Learning in Math and Physics. Chapter 13 Playing Small Business
Owners: Teaching Management, Self-Efficacy, and Authentic Skills through
Casual Games. Chapter 14 Teaching Teamwork with a Public Health Game.
Chapter 15 There Is an Imposter Among Us: Teaching Truth in the Time of
"The Big Lie". Chapter 16 Teaching Tragedy in Real Time: The Syrian Refugee
Crisis. Chapter 17 Games for College Orientation: Social Emotional
Learning. Part IV Playing across Boundaries: Interdisciplinary Instruction
with Films, Games, and Literature. Chapter 18 Teaching the Disclosure
Scene: Empathy and Understanding for Transgender People. Chapter 19
Teaching Over the Top: The Great War through a Game, Painting, Poem, and
Superhero Film. Chapter 20 How "Memoirs" about the Iranian Revolution Can
Help Change Stereotypical Perceptions of the Muslim as "Other". Chapter 21
Teaching about Pandemics During a Pandemic. CONCLUSION A SHORT HIKE TO THE
TOP OF THE MOUNTAIN: TEACHING THE TRANSCENDENT OR WALKING THE DOG. INDEX.
Learning. Part I Games as Transformative Classroom Experiences. Chapter 1
My Favorite Game: The Power of Personal Learning. Chapter 2 Ask the Sphinx:
Power Up Student Motivation with Superpower Challenges. Chapter 3 Gen Con
in the Classroom: Board Games. Chapter 4 Video Games in the English
Classroom: Supercharging Critical Literacy. Chapter 5 Playing through
Stories: Teaching Interactive Narrative. 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. Chapter 7 "Smart Bets" Balancing Uncertainty
with Clear Thinking: Annie Duke's Poker Skills for Everyday Life. Chapter 8
Chess for Self, School, and Society. Chapter 9 War from the Other Side:
Playing Games to Save Democracy. Chapter 10 The Child as Mother to Man: A
Game for Saving Nature. Chapter 11 Turning Strangers into Neighbors:
Improving the World through a Game of Gratitude. Part III Casual Games as
Transformative Online Learning Experiences. Chapter 12 Three Small Games
for Big Learning in Math and Physics. Chapter 13 Playing Small Business
Owners: Teaching Management, Self-Efficacy, and Authentic Skills through
Casual Games. Chapter 14 Teaching Teamwork with a Public Health Game.
Chapter 15 There Is an Imposter Among Us: Teaching Truth in the Time of
"The Big Lie". Chapter 16 Teaching Tragedy in Real Time: The Syrian Refugee
Crisis. Chapter 17 Games for College Orientation: Social Emotional
Learning. Part IV Playing across Boundaries: Interdisciplinary Instruction
with Films, Games, and Literature. Chapter 18 Teaching the Disclosure
Scene: Empathy and Understanding for Transgender People. Chapter 19
Teaching Over the Top: The Great War through a Game, Painting, Poem, and
Superhero Film. Chapter 20 How "Memoirs" about the Iranian Revolution Can
Help Change Stereotypical Perceptions of the Muslim as "Other". Chapter 21
Teaching about Pandemics During a Pandemic. CONCLUSION A SHORT HIKE TO THE
TOP OF THE MOUNTAIN: TEACHING THE TRANSCENDENT OR WALKING THE DOG. INDEX.