Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources
Autor David Seelowen Limba Engleză Paperback – 21 dec 2022
Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices.
In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.
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Specificații
ISBN-13: 9781032062662
ISBN-10: 1032062665
Pagini: 376
Ilustrații: 1 Tables, black and white; 58 Halftones, black and white; 58 Illustrations, black and white
Dimensiuni: 152 x 229 x 27 mm
Greutate: 0.49 kg
Ediția:1
Editura: CRC Press
Colecția CRC Press
ISBN-10: 1032062665
Pagini: 376
Ilustrații: 1 Tables, black and white; 58 Halftones, black and white; 58 Illustrations, black and white
Dimensiuni: 152 x 229 x 27 mm
Greutate: 0.49 kg
Ediția:1
Editura: CRC Press
Colecția CRC Press
Public țintă
Professional Practice & DevelopmentNotă biografică
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).
Cuprins
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.
Recenzii
"I would posit that David Seelow should be esteemed in the same way we treat John Paul Gee, Jane McGonigal, Jesse Schell, and Lee Sheldon. The book contains significant benefits and is well worth the investment of time and money required to acquire and read the book. This book is highly recommended if you are looking to experiment with GBL in the classroom, either via online, virtual, or hybrid approaches. You will find a wide range of successfully applied games that could be used to stimulate your learners’ interest in achieving a deeper level of learning."
- Michael J. D. Sutton, Journal of Applied Learning & Teaching
- Michael J. D. Sutton, Journal of Applied Learning & Teaching
Descriere
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.