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Gameful Habits

Gameful Habits
Author: Victoria Ichizli-Bartels
Publisher: Independently Published
Total Pages: 214
Release: 2021-06-26
Genre:
ISBN:

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Turn your daily practices into fun and exciting games. Many people struggle to motivate themselves to start the day, work on a project, or maintain a healthy or otherwise beneficial habit. They consider many of their daily routines to be a necessary chore that they will never enjoy. The pioneer of Self-Gamification - a unique approach to turning life into fun games - Victoria Ichizli-Bartels, has discovered another way for herself, and offers this possibility to others by sharing her experiences. In this unconventional book on habits, Victoria shares the Super Sleeper game she created to ensure she got enough sleep, and how this success was extrapolated to the other habits and daily practices she wanted to develop. Read Gameful Habits, and you will learn the three skill sets required to succeed in your self-motivational games, i.e. any habits, projects, challenges, tasks, or other activities turned into fun games. These skill sets are: Seeing yourself, the world around you, and your thought processes non-judgmentally, as an anthropologist would do; Identifying your dreams and goals, and taking action, one small and effortless step at a time, the kaizen way; Applying gamification; that is, seeing and treating whatever you are up to like a game, and learning to appreciate every step on the way with gameful rewards. These skill sets, which you can easily put into practice immediately - along with the awareness that when you turn your life into fun games, you are both the player and the designer of these games - will help you turn happiness into a lifestyle, and health and other beneficial practices into exciting games that you can't wait to design, play, and continue developing.


Global Perspectives on Gameful and Playful Teaching and Learning

Global Perspectives on Gameful and Playful Teaching and Learning
Author: Farber, Matthew
Publisher: IGI Global
Total Pages: 330
Release: 2019-12-27
Genre: Education
ISBN: 1799820173

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In the fast-changing field of education, the incorporation of game-based learning has been increasing in order to promote more successful learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best practices for the integration of games in instructional settings are imperative for supporting student academic achievement. Global Perspectives on Gameful and Playful Teaching and Learning is a collection of innovative research on the methods and applications that explore the cognitive and psychological aspects underpinning successful educational video games. While highlighting topics including nontraditional exercise, mobile computing, and interactive technologies, this book is ideally designed for teachers, curriculum developers, instructional designers, course designers, IT consultants, educational software developers, principals, school administrators, academicians, researchers, and students seeking current research on the design and integration of game-based learning environments.


The Gameful World

The Gameful World
Author: Steffen P. Walz
Publisher: MIT Press
Total Pages: 687
Release: 2015-01-23
Genre: Computers
ISBN: 0262325721

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What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.


The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom

The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom
Author: Richard Colby
Publisher: Springer Nature
Total Pages: 339
Release: 2021-01-27
Genre: Study Aids
ISBN: 303063311X

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This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.


Gameful Second and Foreign Language Teaching and Learning

Gameful Second and Foreign Language Teaching and Learning
Author: Jonathon Reinhardt
Publisher: Springer
Total Pages: 311
Release: 2018-12-30
Genre: Language Arts & Disciplines
ISBN: 3030047296

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This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced, game-informed, and game-based practice. The first part of the book situates gameful L2TL in the global practices of informal learnful L2 gaming and in the theories of play and games which are then applied throughout the discussion of gameful L2TL practice that follows. This includes analysis of practices of digital game-enhanced L2TL design (the use of vernacular, commercial games), game-informed L2TL design (gamification and the general application of gameful principles to L2 pedagogy), and game-based L2TL design (the creation of digital games purposed for L2 learning). Designed as a guide for researchers and teachers, the book also offers fresh insights for scholars of applied linguistics, second language acquisition, L2 pedagogy, computer-assisted language learning (CALL), game studies, and game design that will open pathways to future developments in the field.


Teaching Games and Game Studies in the Literature Classroom

Teaching Games and Game Studies in the Literature Classroom
Author: Tison Pugh
Publisher: Bloomsbury Publishing
Total Pages: 257
Release: 2022-09-22
Genre: Education
ISBN: 1350269735

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Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory but focuses on practical applications to develop students' critical thinking skills and intercultural competence through both digital and analog gameful approaches.


SuperBetter

SuperBetter
Author: Jane McGonigal
Publisher: Penguin
Total Pages: 274
Release: 2015-09-15
Genre: Self-Help
ISBN: 0698185501

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An innovative guide to living gamefully, based on the program that has already helped nearly half a million people achieve remarkable personal growth In 2009, internationally renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a resilience-building game. What started as a simple motivational exercise quickly became a set of rules for “post-traumatic growth” that she shared on her blog. These rules led to a digital game and a major research study with the National Institutes of Health. Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier. But the life-changing ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade’s worth of scientific research into the ways all games—including videogames, sports, and puzzles—change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a more “gameful” mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games—such as optimism, creativity, courage, and determination—to real-world goals. Drawing on hundreds of studies, McGonigal shows that getting superbetter is as simple as tapping into the three core psychological strengths that games help you build: • Your ability to control your attention, and therefore your thoughts and feelings • Your power to turn anyone into a potential ally, and to strengthen your existing relationships • Your natural capacity to motivate yourself and super-charge your heroic qualities, like willpower, compassion, and determination SuperBetter contains nearly 100 playful challenges anyone can undertake in order to build these gameful strengths. It includes stories and data from people who have used the SuperBetter method to get stronger in the face of illness, injury, and other major setbacks, as well as to achieve goals like losing weight, running a marathon, and finding a new job. As inspiring as it is down to earth, and grounded in rigorous research, SuperBetter is a proven game plan for a better life. You’ll never say that something is “just a game” again.


The War on Learning

The War on Learning
Author: Elizabeth Losh
Publisher: MIT Press
Total Pages: 315
Release: 2024-02-06
Genre: Education
ISBN: 0262551241

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An examination of technology-based education initiatives—from MOOCs to virtual worlds—that argues against treating education as a product rather than a process. Behind the lectern stands the professor, deploying course management systems, online quizzes, wireless clickers, PowerPoint slides, podcasts, and plagiarism-detection software. In the seats are the students, armed with smartphones, laptops, tablets, music players, and social networking. Although these two forces seem poised to do battle with each other, they are really both taking part in a war on learning itself. In this book, Elizabeth Losh examines current efforts to “reform” higher education by applying technological solutions to problems in teaching and learning. She finds that many of these initiatives fail because they treat education as a product rather than a process. Highly touted schemes—video games for the classroom, for example, or the distribution of iPads—let students down because they promote consumption rather than intellectual development. Losh analyzes recent trends in postsecondary education and the rhetoric around them, often drawing on first-person accounts. In an effort to identify educational technologies that might actually work, she looks at strategies including MOOCs (massive open online courses), the gamification of subject matter, remix pedagogy, video lectures (from Randy Pausch to “the Baked Professor”), and educational virtual worlds. Finally, Losh outlines six basic principles of digital learning and describes several successful university-based initiatives. Her book will be essential reading for campus decision makers—and for anyone who cares about education and technology.


Domain-Specific Languages in Practice

Domain-Specific Languages in Practice
Author: Antonio Bucchiarone
Publisher: Springer Nature
Total Pages: 336
Release: 2021-06-24
Genre: Computers
ISBN: 3030737586

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This book covers several topics related to domain-specific language (DSL) engineering in general and how they can be handled by means of the JetBrains Meta Programming System (MPS), an open source language workbench developed by JetBrains over the last 15 years. The book begins with an overview of the domain of language workbenches, which provides perspectives and motivations underpinning the creation of MPS. Moreover, technical details of the language underneath MPS together with the definition of the tool’s main features are discussed. The remaining ten chapters are then organized in three parts, each dedicated to a specific aspect of the topic. Part I “MPS in Industrial Applications” deals with the challenges and inadequacies of general-purpose languages used in companies, as opposed to the reasons why DSLs are essential, together with their benefits and efficiency, and summarizes lessons learnt by using MPS. Part II about “MPS in Research Projects” covers the benefits of text-based languages, the design and development of gamification applications, and research fields with generally low expertise in language engineering. Eventually, Part III focuses on “Teaching and Learning with MPS” by discussing the organization of both commercial and academic courses on MPS. MPS is used to implement languages for real-world use. Its distinguishing feature is projectional editing, which supports practically unlimited language extension and composition possibilities as well as a flexible mix of a wide range of textual, tabular, mathematical and graphical notations. The number and diversity of the presented use-cases demonstrate the strength and malleability of the DSLs defined using MPS. The selected contributions represent the current state of the art and practice in using JetBrains MPS to implement languages for real-world applications.


Summary of Jane McGonigal's SuperBetter

Summary of Jane McGonigal's SuperBetter
Author: Everest Media,
Publisher: Everest Media LLC
Total Pages: 58
Release: 2022-05-09T22:59:00Z
Genre: Self-Help
ISBN:

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Please note: This is a companion version & not the original book. Sample Book Insights: #1 The purpose of Part 1 is to help you tap into your psychological strengths when you play games. When you play games with purpose, you tap into three core psychological strengths: your ability to control your attention and thoughts, your power to turn anyone into a potential ally, and your natural capacity to motivate yourself and supercharge your heroic qualities. #2 The science of games has focused almost exclusively on digital games, and this book is grounded in the science of games. It focuses on the kinds of games that scientists have dedicated the most time and energy to understanding. #3 You can prime your brain to be more open to creative solutions and more receptive to surprising ideas by turning your palms up. This mind-body response stems from physical behaviors we exhibited thousands of years ago before we invented language. #4 The highly immersive quality of good games is a clue to how our attention works. In this chapter, we’ll look at video game research that reveals the power we have to prevent anxiety, depression, trauma, and physical pain by learning to control our attention.