Learn In Addition To Picket 12 Cracking Books On The Importance Of Game-Based Learning
January 30, 2019
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There is currently a heated intelligence inwards the U.S. of A. around the in all probability piece of occupation of video games inwards promoting a civilization of violence, a contentious intelligence triggered past times Trump’s tweet. And without going into this fruitless polarized form of debates, games (including video games) are of import pedagogical elements that tin assistance students thrive academically inwards schoolhouse as well as exterior school. Backing upwards this declaration is a collection of scholarly inquiry papers as well as books that clearly highlight the importance of gaming inwards the 21st century learning. We convey compiled these resources into the next listing as well as invite you lot to cheque them out as well as part amongst us your feedback inwards our social media websites.
Links to the books are nether the visual
1- What Video Games Have to Teach Us About Learning as well as Literacy, past times James Paul Gee
“James Paul Gee begins his classic majority amongst "I desire to utter close video games--yes, fifty-fifty fierce video games--and say some positive things close them." With this uncomplicated but explosive statement, 1 of America's most well-respected educators looks seriously at the practiced that tin come upwards from playing video games.”
2- Reality Is Broken: Why Games Make Us Better as well as How They Can Change the World, past times Jane McGonigal
“In this groundbreaking book, Jane shows how nosotros tin leverage the ability of games to ready what is incorrect amongst the existent world-from social problems similar depression as well as obesity to global issues similar poverty as well as climate change-and introduces us to cutting-edge games that are already changing the business, education, as well as nonprofit worlds.”
3- Good Video Games as well as Good Learning: Collected Essays on Video Games, Learning as well as Literacy, past times James Paul Gee
“This majority discusses a broad arrive at of topics concerning video games, learning as well as literacy. These include the ways games tin hook upwards amongst pleasure, learning as well as mastery through the feel of ownership, means as well as command players taste when gaming, every bit good every bit controversial issues surrounding games. The majority explores relationships betwixt values, identity, content as well as learning, as well as focuses on how to empathize as well as explicate many immature people’s differential experiences of learning inwards gaming as well as schooling respectively.”
4- Don't Bother Me Mom--I'm Learning, past times Marc Prensky
“Marc Prensky presents the case—profoundly counter-cultural but truthful nevertheless—that video as well as figurer game playing, inside limits, is genuinely really beneficial to today's "Digital Native" kids, who are using them to gear upwards themselves for life inwards the 21st century. The ground kids are then attracted to these games, Prensky says, is that they are learning close of import "future" things, from collaboration, to prudent adventure taking, to strategy formulation as well as execution, to complex moral as well as ethical decisions.”
5- Video Games as well as Learning: Teaching as well as Participatory Culture inwards the Digital Age, past times Kurt Squire
“ This accessible majority describes how educators as well as curriculum designers tin harness the participatory nature of digital media as well as play. The author presents a comprehensive model of games as well as learning that integrates analysis of games, games cultures, as well as educational game design. Building on over 10 years of research, Kurt Squire tells the story of the emerging champaign of immersive digitally mediated learning environments (or games) as well as outlines the hereafter of education.”
6- Games, Learning, as well as Society: Learning as well as Meaning inwards the Digital Age, past times Constance Steinkuehler (Editor), Kurt Squire Ph.D. (Editor), Sasha Barab Ph.D. (Editor)
“This majority is the firstly reader on videogames as well as learning of its kind. Covering game design, game culture, as well as games every bit 21st century pedagogy, it demonstrates the depth as well as breadth of scholarship on games as well as learning to date. The chapters stand upwards for some of the most influential thinkers, designers, as well as writers inwards the emerging champaign of games as well as learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin, as well as others”
7- How to Do Things amongst Videogames, by Ian Bogost
“Bogost, a leading scholar of videogames as well as an award-winning game designer, explores the many ways figurer games are used today: documenting of import historical as well as cultural events; educating both children as well as adults; promoting commercial products; as well as serving every bit platforms for art, pornography, exercise, relaxation, pranks, as well as politics. Examining these applications inwards a serial of short, inviting, as well as provocative essays, he argues that together they brand the medium broader, richer, as well as to a greater extent than relevant to a wider audience.”
8- Digital Games as well as Learning: Research as well as Theory, past times Nicola Whitton
“Digital Games as well as Learning: Research as well as Theory provides a clear as well as concise critical theoretical overview of the champaign of digital games as well as learning from a cross-disciplinary perspective. Taking into line organisation human relationship inquiry as well as theory from areas every bit varied every bit figurer science, psychology, education, neuroscience, as well as game design, this majority aims to synthesise piece of occupation that is relevant to the written report of games as well as learning. It focuses on iv aspects of digital games: games every bit active learning environments, games every bit motivational tools, games every bit playgrounds, as well as games every bit learning technologies, as well as explores each of these areas inwards detail.”
9- Gaming Lives inwards the Twenty-First Century: Literate Connections, past times Gail E. Hawisher (Editor), Cynthia L. Selfe (Editor)
“Gaming Lives explores the complexly rendered human relationship betwixt figurer gaming environments as well as literacy evolution past times focusing on in-depth instance studies of figurer gamers inwards the U.S. of A. at the outset of the twenty-first century. This majority examines the claim that figurer games tin render amend literacy as well as learning environments than U.S. schools. Using the words as well as observations of private gamers, this majority offers historical as well as cultural analyses of their literacy development, practices, as well as values.”
10- Everything Bad is Good for You: How Today's Popular Culture is Actually Making Us Smarter, past times Steven Johnson
“ In this provocative, unfailingly intelligent, thoroughly researched, as well as surprisingly convincing big thought book, Steven Johnson draws from fields every bit various every bit neuroscience, economics, as well as media theory to scrap that the popular civilization nosotros soak inwards every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing to a greater extent than sophisticated amongst each passing year, and, far from rotting our brains, is genuinely posing novel cognitive challenges that are genuinely making our minds measurably sharper.”
11- Gamify: How Gamification Motivates People to Do Extraordinary Things, past times Brian Burke
“Gamify shows gamification inwards action: every bit a powerful approach to engaging as well as motivating people to achieving their goals, patch at the same fourth dimension achieving organizational objectives. It tin hold upwards used to motivate people to alter behaviors, prepare skills, as well as crusade innovation. “
12- The Gamification of Learning as well as Instruction: Game-based Methods as well as Strategies for Training as well as Education. By Karl M. Kapp
“"Kapp argues convincingly that gamification is non only close adding points, levels as well as badges to an eLearning program, but close fundamentally rethinking learning design. He has seat together a bright primer for learning professionals on how to gamify learning, packed amongst useful advice as well as examples." —Anders Gronstedt, president, Gronstedt Group”.
Links to the books are nether the visual
1- What Video Games Have to Teach Us About Learning as well as Literacy, past times James Paul Gee
“James Paul Gee begins his classic majority amongst "I desire to utter close video games--yes, fifty-fifty fierce video games--and say some positive things close them." With this uncomplicated but explosive statement, 1 of America's most well-respected educators looks seriously at the practiced that tin come upwards from playing video games.”
2- Reality Is Broken: Why Games Make Us Better as well as How They Can Change the World, past times Jane McGonigal
“In this groundbreaking book, Jane shows how nosotros tin leverage the ability of games to ready what is incorrect amongst the existent world-from social problems similar depression as well as obesity to global issues similar poverty as well as climate change-and introduces us to cutting-edge games that are already changing the business, education, as well as nonprofit worlds.”
3- Good Video Games as well as Good Learning: Collected Essays on Video Games, Learning as well as Literacy, past times James Paul Gee
“This majority discusses a broad arrive at of topics concerning video games, learning as well as literacy. These include the ways games tin hook upwards amongst pleasure, learning as well as mastery through the feel of ownership, means as well as command players taste when gaming, every bit good every bit controversial issues surrounding games. The majority explores relationships betwixt values, identity, content as well as learning, as well as focuses on how to empathize as well as explicate many immature people’s differential experiences of learning inwards gaming as well as schooling respectively.”
4- Don't Bother Me Mom--I'm Learning, past times Marc Prensky
“Marc Prensky presents the case—profoundly counter-cultural but truthful nevertheless—that video as well as figurer game playing, inside limits, is genuinely really beneficial to today's "Digital Native" kids, who are using them to gear upwards themselves for life inwards the 21st century. The ground kids are then attracted to these games, Prensky says, is that they are learning close of import "future" things, from collaboration, to prudent adventure taking, to strategy formulation as well as execution, to complex moral as well as ethical decisions.”
5- Video Games as well as Learning: Teaching as well as Participatory Culture inwards the Digital Age, past times Kurt Squire
“ This accessible majority describes how educators as well as curriculum designers tin harness the participatory nature of digital media as well as play. The author presents a comprehensive model of games as well as learning that integrates analysis of games, games cultures, as well as educational game design. Building on over 10 years of research, Kurt Squire tells the story of the emerging champaign of immersive digitally mediated learning environments (or games) as well as outlines the hereafter of education.”
6- Games, Learning, as well as Society: Learning as well as Meaning inwards the Digital Age, past times Constance Steinkuehler (Editor), Kurt Squire Ph.D. (Editor), Sasha Barab Ph.D. (Editor)
“This majority is the firstly reader on videogames as well as learning of its kind. Covering game design, game culture, as well as games every bit 21st century pedagogy, it demonstrates the depth as well as breadth of scholarship on games as well as learning to date. The chapters stand upwards for some of the most influential thinkers, designers, as well as writers inwards the emerging champaign of games as well as learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin, as well as others”
7- How to Do Things amongst Videogames, by Ian Bogost
“Bogost, a leading scholar of videogames as well as an award-winning game designer, explores the many ways figurer games are used today: documenting of import historical as well as cultural events; educating both children as well as adults; promoting commercial products; as well as serving every bit platforms for art, pornography, exercise, relaxation, pranks, as well as politics. Examining these applications inwards a serial of short, inviting, as well as provocative essays, he argues that together they brand the medium broader, richer, as well as to a greater extent than relevant to a wider audience.”
8- Digital Games as well as Learning: Research as well as Theory, past times Nicola Whitton
“Digital Games as well as Learning: Research as well as Theory provides a clear as well as concise critical theoretical overview of the champaign of digital games as well as learning from a cross-disciplinary perspective. Taking into line organisation human relationship inquiry as well as theory from areas every bit varied every bit figurer science, psychology, education, neuroscience, as well as game design, this majority aims to synthesise piece of occupation that is relevant to the written report of games as well as learning. It focuses on iv aspects of digital games: games every bit active learning environments, games every bit motivational tools, games every bit playgrounds, as well as games every bit learning technologies, as well as explores each of these areas inwards detail.”
9- Gaming Lives inwards the Twenty-First Century: Literate Connections, past times Gail E. Hawisher (Editor), Cynthia L. Selfe (Editor)
“Gaming Lives explores the complexly rendered human relationship betwixt figurer gaming environments as well as literacy evolution past times focusing on in-depth instance studies of figurer gamers inwards the U.S. of A. at the outset of the twenty-first century. This majority examines the claim that figurer games tin render amend literacy as well as learning environments than U.S. schools. Using the words as well as observations of private gamers, this majority offers historical as well as cultural analyses of their literacy development, practices, as well as values.”
10- Everything Bad is Good for You: How Today's Popular Culture is Actually Making Us Smarter, past times Steven Johnson
“ In this provocative, unfailingly intelligent, thoroughly researched, as well as surprisingly convincing big thought book, Steven Johnson draws from fields every bit various every bit neuroscience, economics, as well as media theory to scrap that the popular civilization nosotros soak inwards every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing to a greater extent than sophisticated amongst each passing year, and, far from rotting our brains, is genuinely posing novel cognitive challenges that are genuinely making our minds measurably sharper.”
11- Gamify: How Gamification Motivates People to Do Extraordinary Things, past times Brian Burke
“Gamify shows gamification inwards action: every bit a powerful approach to engaging as well as motivating people to achieving their goals, patch at the same fourth dimension achieving organizational objectives. It tin hold upwards used to motivate people to alter behaviors, prepare skills, as well as crusade innovation. “
12- The Gamification of Learning as well as Instruction: Game-based Methods as well as Strategies for Training as well as Education. By Karl M. Kapp
“"Kapp argues convincingly that gamification is non only close adding points, levels as well as badges to an eLearning program, but close fundamentally rethinking learning design. He has seat together a bright primer for learning professionals on how to gamify learning, packed amongst useful advice as well as examples." —Anders Gronstedt, president, Gronstedt Group”.