The Ethics Of Playing Researching And Teaching Games In The Writing Classroom PDF Download

Are you looking for read ebook online? Search for your book and save it on your Kindle device, PC, phones or tablets. Download The Ethics Of Playing Researching And Teaching Games In The Writing Classroom PDF full book. Access full book title The Ethics Of Playing Researching And Teaching Games In The Writing Classroom.

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

Download The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom Book in PDF, ePub and Kindle

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.


Gamification in the RhetComp Curriculum

Gamification in the RhetComp Curriculum
Author: Christopher McGunnigle
Publisher: Vernon Press
Total Pages: 334
Release: 2023-01-17
Genre: Education
ISBN: 1648896103

Download Gamification in the RhetComp Curriculum Book in PDF, ePub and Kindle

Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.


We the Gamers

We the Gamers
Author: Karen Schrier
Publisher: Oxford University Press
Total Pages: 401
Release: 2021
Genre: Education
ISBN: 0190926104

Download We the Gamers Book in PDF, ePub and Kindle

Combining research-based perspectives and current examples including Minecraft and Animal Crossing : New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.


Advancing Honors Education for Today and Tomorrow

Advancing Honors Education for Today and Tomorrow
Author: Graeme Harper
Publisher: Cambridge Scholars Publishing
Total Pages: 141
Release: 2024-07-30
Genre: Education
ISBN: 1036407756

Download Advancing Honors Education for Today and Tomorrow Book in PDF, ePub and Kindle

Higher education, further education, vocational education and continuing education all refer to progression to a third educational step. That is, a step beyond secondary education, which itself is a step beyond elementary or primary education. While optional, continuing beyond secondary education most often suggests some form of need ‘to acquire advanced knowledge’. But advanced in what way? Advanced in focus? Advanced in depth? Advanced in application? Advanced in the range of knowledge of those who teach in it? Advanced in expectation? Honors education, which is present globally and is highlighted in the United States through a distinctive 100-year history, has reflected on, and continues to reflect on what ‘advanced’ higher education might entail. Consequently, here in Advancing Honors Education for Today and Tomorrow contributors consider some of the interests that strike them as significant in the present and future of advanced learning.


›Assassin’s Creed‹ in the Classroom

›Assassin’s Creed‹ in the Classroom
Author: Erik Champion
Publisher: Walter de Gruyter GmbH & Co KG
Total Pages: 266
Release: 2023-12-18
Genre: Games & Activities
ISBN: 3111253473

Download ›Assassin’s Creed‹ in the Classroom Book in PDF, ePub and Kindle

The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.


Multimodal and Digital Creative Writing Pedagogies

Multimodal and Digital Creative Writing Pedagogies
Author: Kristina Wright
Publisher: Rowman & Littlefield
Total Pages: 203
Release: 2023-07-21
Genre: Education
ISBN: 1666931535

Download Multimodal and Digital Creative Writing Pedagogies Book in PDF, ePub and Kindle

This dynamic collection offers a breadth of expertise and informed pedagogies on teaching multimodal and digital creative writing in the college classroom. This book gives clear guidance with lesson plans, online resources, sample student work, and adaptable assignments.


Optimizing Play

Optimizing Play
Author: Christopher A. Paul
Publisher: MIT Press
Total Pages: 201
Release: 2024-05-14
Genre: Games & Activities
ISBN: 0262547783

Download Optimizing Play Book in PDF, ePub and Kindle

An unexpected take on how games work, what the stakes are for them, and how game designers can avoid the traps of optimization. The process of optimization in games seems like a good thing—who wouldn’t want to find the most efficient way to play and win? As Christopher Paul argues in Optimizing Play, however, optimization can sometimes risk a tragedy of the commons, where actions that are good for individuals jeopardize the overall state of the game for everyone else. As he explains, players inadvertently limit play as they theorycraft, seeking optimal choices. The process of developing a meta, or the most effective tactic available, structures decision making, causing play to stagnate. A “stale” meta then creates a perception that a game is solved and may lead players to turn away from the game. Drawing on insights from game studies, rhetoric, the history of science, ecology, and game theory literature, Paul explores the problem of optimization in a range of video games, including Overwatch, FIFA/EA Sports FC, NBA 2K, Clash Royale, World of Warcraft, and League of Legends. He also pulls extensively from data analytics in sports, where the problem has progressed further and is even more intractable than it is in video games, given the money sports teams invest to find an edge. Finally, Paul offers concrete and specific suggestions for how games can be developed to avoid the trap set by optimization run amok.


Rhetoric/Composition/Play through Video Games

Rhetoric/Composition/Play through Video Games
Author: R. Colby
Publisher: Palgrave Macmillan
Total Pages: 0
Release: 2013-03-20
Genre: Education
ISBN: 9781137307668

Download Rhetoric/Composition/Play through Video Games Book in PDF, ePub and Kindle

An edited collection whose contributors analyze the relationship between writing, learning, and video games/videogaming, these essays consist of academic essays from writing and rhetoric teacher-scholars, who theorize, and contextualize how computer/video games enrich writing practices within and beyond the classroom and the teaching of writing.


Ethics and Game Design: Teaching Values through Play

Ethics and Game Design: Teaching Values through Play
Author: Schrier, Karen
Publisher: IGI Global
Total Pages: 396
Release: 2010-02-28
Genre: Education
ISBN: 1615208461

Download Ethics and Game Design: Teaching Values through Play Book in PDF, ePub and Kindle

"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.


Resources in Education

Resources in Education
Author:
Publisher:
Total Pages: 374
Release: 1998
Genre: Education
ISBN:

Download Resources in Education Book in PDF, ePub and Kindle