Serious Play
Literacy, Learning and Digital Games
Herausgeber: Beavis, Catherine; O'Mara, Joanne; Dezuanni, Michael
Serious Play
Literacy, Learning and Digital Games
Herausgeber: Beavis, Catherine; O'Mara, Joanne; Dezuanni, Michael
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- Produkterinnerung
Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools.
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Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools.
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
- Seitenzahl: 234
- Erscheinungstermin: 3. Mai 2017
- Englisch
- Abmessung: 229mm x 152mm x 16mm
- Gewicht: 508g
- ISBN-13: 9781138689404
- ISBN-10: 1138689408
- Artikelnr.: 49383065
- Verlag: Taylor & Francis
- Seitenzahl: 234
- Erscheinungstermin: 3. Mai 2017
- Englisch
- Abmessung: 229mm x 152mm x 16mm
- Gewicht: 508g
- ISBN-13: 9781138689404
- ISBN-10: 1138689408
- Artikelnr.: 49383065
Catherine Beavis is Professor of Education in the Faculty of Education and the Arts at Deakin University, Australia, and program leader for the Curriculum, Assessment, Pedagogy and Digital Learning program in REDI - Research for Educational Impact: Deakin University's Strategic Research Centre for research in Education. Michael Dezuanni is Associate Professor in the Creative Industries Faculty at Queensland University of Technology, Australia. Joanne O'Mara is Associate Professor of Education in the Faculty of Arts and Education at Deakin University, Australia.
Table of Contents
Preface to the book
Theme 1 preface: Student approaches to games-based learning
1. Serious Play: Literacy, learning, and digital games
Catherine Beavis
2. "A game isn't a game without interaction": Students' thoughts about
the use of digital games in school
Catherine Beavis, Roberta Thompson, and Sandy Muspratt
3. Impassioned learning and Minecraft
Michael Dezuanni and Joanne O'Mara
Theme 2 preface: Changing game-play for the classroom context
4. Negotiating pedagogical transformation and identity performance
through gameplay in Statecraft X
Roberta Thompson, Catherine Beavis, and Jason Zagami
5. Curating the curriculum with digital games
Michael Dezuanni and Jason Zagami
Theme 3 preface: Teachers' work and games-based pedagogies
6. The non-gamer teacher, the quiz & pop teacher, and the Kinect teacher
Sarah Prestridge
7. Narratives come to life through coding: Digital game-making as
Language and Literacy curriculum
Joanne O'Mara
Theme 4 preface: Digital literacies in the wild-multimodality,
materiality and embodiment
8. Mining the Cli-Fi world: Renegotiating the curriculum using
Minecraft
Joanne O'Mara and Kynan Robinson
9. Games as text and games as action: English, literacy and digital
games
Catherine Beavis, Sarah Prestridge, and Joanne O'Mara
10. Material and discursive learning with Minecraft and Lego
Michael Dezuanni
Theme 5 preface: Assessment, digital games and teachers as creative
professionals
11. Serious outcomes from Serious Play: Teachers' beliefs about
assessment of games based learning in schools
Leonie Rowan and Catherine Beavis
12. Playing, making and analysing games: Cases of assessment and Serious
Play
Leonie Rowan
13. Quests, achievements and experience points: Opportunities to level up
through school-based Serious Play
Leonie Rowan and Sarah Prestridge
Post Script
Preface to the book
Theme 1 preface: Student approaches to games-based learning
1. Serious Play: Literacy, learning, and digital games
Catherine Beavis
2. "A game isn't a game without interaction": Students' thoughts about
the use of digital games in school
Catherine Beavis, Roberta Thompson, and Sandy Muspratt
3. Impassioned learning and Minecraft
Michael Dezuanni and Joanne O'Mara
Theme 2 preface: Changing game-play for the classroom context
4. Negotiating pedagogical transformation and identity performance
through gameplay in Statecraft X
Roberta Thompson, Catherine Beavis, and Jason Zagami
5. Curating the curriculum with digital games
Michael Dezuanni and Jason Zagami
Theme 3 preface: Teachers' work and games-based pedagogies
6. The non-gamer teacher, the quiz & pop teacher, and the Kinect teacher
Sarah Prestridge
7. Narratives come to life through coding: Digital game-making as
Language and Literacy curriculum
Joanne O'Mara
Theme 4 preface: Digital literacies in the wild-multimodality,
materiality and embodiment
8. Mining the Cli-Fi world: Renegotiating the curriculum using
Minecraft
Joanne O'Mara and Kynan Robinson
9. Games as text and games as action: English, literacy and digital
games
Catherine Beavis, Sarah Prestridge, and Joanne O'Mara
10. Material and discursive learning with Minecraft and Lego
Michael Dezuanni
Theme 5 preface: Assessment, digital games and teachers as creative
professionals
11. Serious outcomes from Serious Play: Teachers' beliefs about
assessment of games based learning in schools
Leonie Rowan and Catherine Beavis
12. Playing, making and analysing games: Cases of assessment and Serious
Play
Leonie Rowan
13. Quests, achievements and experience points: Opportunities to level up
through school-based Serious Play
Leonie Rowan and Sarah Prestridge
Post Script
Table of Contents
Preface to the book
Theme 1 preface: Student approaches to games-based learning
1. Serious Play: Literacy, learning, and digital games
Catherine Beavis
2. "A game isn't a game without interaction": Students' thoughts about
the use of digital games in school
Catherine Beavis, Roberta Thompson, and Sandy Muspratt
3. Impassioned learning and Minecraft
Michael Dezuanni and Joanne O'Mara
Theme 2 preface: Changing game-play for the classroom context
4. Negotiating pedagogical transformation and identity performance
through gameplay in Statecraft X
Roberta Thompson, Catherine Beavis, and Jason Zagami
5. Curating the curriculum with digital games
Michael Dezuanni and Jason Zagami
Theme 3 preface: Teachers' work and games-based pedagogies
6. The non-gamer teacher, the quiz & pop teacher, and the Kinect teacher
Sarah Prestridge
7. Narratives come to life through coding: Digital game-making as
Language and Literacy curriculum
Joanne O'Mara
Theme 4 preface: Digital literacies in the wild-multimodality,
materiality and embodiment
8. Mining the Cli-Fi world: Renegotiating the curriculum using
Minecraft
Joanne O'Mara and Kynan Robinson
9. Games as text and games as action: English, literacy and digital
games
Catherine Beavis, Sarah Prestridge, and Joanne O'Mara
10. Material and discursive learning with Minecraft and Lego
Michael Dezuanni
Theme 5 preface: Assessment, digital games and teachers as creative
professionals
11. Serious outcomes from Serious Play: Teachers' beliefs about
assessment of games based learning in schools
Leonie Rowan and Catherine Beavis
12. Playing, making and analysing games: Cases of assessment and Serious
Play
Leonie Rowan
13. Quests, achievements and experience points: Opportunities to level up
through school-based Serious Play
Leonie Rowan and Sarah Prestridge
Post Script
Preface to the book
Theme 1 preface: Student approaches to games-based learning
1. Serious Play: Literacy, learning, and digital games
Catherine Beavis
2. "A game isn't a game without interaction": Students' thoughts about
the use of digital games in school
Catherine Beavis, Roberta Thompson, and Sandy Muspratt
3. Impassioned learning and Minecraft
Michael Dezuanni and Joanne O'Mara
Theme 2 preface: Changing game-play for the classroom context
4. Negotiating pedagogical transformation and identity performance
through gameplay in Statecraft X
Roberta Thompson, Catherine Beavis, and Jason Zagami
5. Curating the curriculum with digital games
Michael Dezuanni and Jason Zagami
Theme 3 preface: Teachers' work and games-based pedagogies
6. The non-gamer teacher, the quiz & pop teacher, and the Kinect teacher
Sarah Prestridge
7. Narratives come to life through coding: Digital game-making as
Language and Literacy curriculum
Joanne O'Mara
Theme 4 preface: Digital literacies in the wild-multimodality,
materiality and embodiment
8. Mining the Cli-Fi world: Renegotiating the curriculum using
Minecraft
Joanne O'Mara and Kynan Robinson
9. Games as text and games as action: English, literacy and digital
games
Catherine Beavis, Sarah Prestridge, and Joanne O'Mara
10. Material and discursive learning with Minecraft and Lego
Michael Dezuanni
Theme 5 preface: Assessment, digital games and teachers as creative
professionals
11. Serious outcomes from Serious Play: Teachers' beliefs about
assessment of games based learning in schools
Leonie Rowan and Catherine Beavis
12. Playing, making and analysing games: Cases of assessment and Serious
Play
Leonie Rowan
13. Quests, achievements and experience points: Opportunities to level up
through school-based Serious Play
Leonie Rowan and Sarah Prestridge
Post Script