Argues that video games go beyond entertainment and examines the principles that make these games valuable tools of learning and literacy.
Textbook
Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people.
Graff, H. J., Mackinnon, A., Sandin, B., & Winchester, I. (eds) (2009). Understanding literacy in its historical contexts: Socio-cultural history and the legacy of Egil Johansson. Lund, Sweden: Nordic Academic Press. Grann, D. (2010).
Rather than analysing the language of video games, this book uses discourse analysis to study games as communicational forms.
How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play.
The Anti-Education Era is a powerful and important call to reshape digital learning, engage children in a meaningful educational experience, and bridge inequality.
Lazarevic enters and kills the yetis just as they're about to kill Drake and Flynn, and in looking at the corpses, they discover that they're actually men, guardians of Shambhala (granted, really strong men who are extremely hard to ...
The authors argue that women gamers, too often ignored as gamers, are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional ...
This volume examines the claim that computer games can provide better literacy and learning environments than schools.
This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.