リテラシー、学習とデジタルゲーム<br>Serious Play : Literacy, Learning and Digital Games (Digital Games, Simulations, and Play in Learning)

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リテラシー、学習とデジタルゲーム
Serious Play : Literacy, Learning and Digital Games (Digital Games, Simulations, and Play in Learning)

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  • 製本 Hardcover:ハードカバー版/ページ数 234 p.
  • 言語 ENG
  • 商品コード 9781138689404
  • DDC分類 371.337

Full Description

Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games' capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners' lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.

Contents

Table of Contents

Preface to the book

Theme 1 preface: Student approaches to games-based learning




Serious Play: Literacy, learning, and digital games
Catherine Beavis




"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




Impassioned learning and Minecraft
Michael Dezuanni and Joanne O'Mara

Theme 2 preface: Changing game-play for the classroom context




Negotiating pedagogical transformation and identity performance through gameplay in Statecraft X
Roberta Thompson, Catherine Beavis, and Jason Zagami




Curating the curriculum with digital games
Michael Dezuanni and Jason Zagami

Theme 3 preface: Teachers' work and games-based pedagogies




The non-gamer teacher, the quiz & pop teacher, and the Kinect teacher
Sarah Prestridge




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




Mining the Cli-Fi world: Renegotiating the curriculum using Minecraft
Joanne O'Mara and Kynan Robinson




Games as text and games as action: English, literacy and digital games
Catherine Beavis, Sarah Prestridge, and Joanne O'Mara




Material and discursive learning with Minecraft and Lego
Michael Dezuanni

Theme 5 preface: Assessment, digital games and teachers as creative professionals




Serious outcomes from Serious Play: Teachers' beliefs about assessment of games based learning in schools
Leonie Rowan and Catherine Beavis




Playing, making and analysing games: Cases of assessment and Serious Play
Leonie Rowan




Quests, achievements and experience points: Opportunities to level up through school-based Serious Play

Leonie Rowan and Sarah Prestridge

Post Script

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