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Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives.
Video games in education. --- Education Arcade (Project) --- Audio-visual education --- Massachusetts Institute of Technology. --- GAME STUDIES/Games in Education --- EDUCATION/General --- GAME STUDIES/Video Game Programming --- Electronic games in education --- education --- videogame design --- constructivist --- pedagogy --- design philosophy
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Videogame history is not just a history of one successful technology replacing the next. It is also a history of platforms and communities that never quite made it; that struggled to make their voices heard; that aggravated against the conventions of the day; and that never enjoyed the commercial success or recognition of their major counterparts. In Minor Platforms in Videogame History, Benjamin Nicoll argues that 'minor' videogame histories are anything but insignificant. Through an analysis of transitional, decolonial, imaginary, residual, and minor videogame platforms, Nicoll highlights moments of difference and discontinuity in videogame history. From the domestication of vector graphics in the early years of videogame consoles to the 'cloning' of Japanese computer games in South Korea in the 1980s, this book explores case studies that challenge taken-for-granted approaches to videogames, platforms, and their histories.
Video games. --- Television games --- Videogames --- Electronic games --- Video games --- Computer games. --- Application software --- History. --- Jeux vidéo --- Histoire. --- Videogame history, media archaeology, platform studies, media theory. --- Computer games --- Internet games --- Games --- Jeux vidéo
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"This book goes beyond dualisms and surpasses the pivotal paradigm of (inter)activity, searching for other forms of playful aesthetic expression and perception facilitated within the digital realm"--
Advertising & society --- Computer games / online games: strategy guides --- game studies --- video games --- play theory --- media studies --- media theory --- aesthetics --- media aesthetics --- digital media --- cultural studies --- videogame philosophy --- game ontology --- non-human play --- player --- posthumanism --- agency --- interaction --- intra-action --- interactivity --- interpassivity --- control --- automation --- AI --- self-play --- auto-play --- ambience --- spectacle --- spectatorship --- idling --- Video games --- Aesthetics. --- Design. --- SOCIAL SCIENCE / Media Studies --- SOCIAL SCIENCE / Technology Studies --- GAMES & ACTIVITIES / Video & Mobile --- Radio broadcasting Aesthetics --- Aesthetics --- Computer games --- Design
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An examination of young people's everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use.Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after-school programs, and in online spaces.Integrating twenty-three case studies—which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups—in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.
Computer. Automation --- Age group sociology --- United States --- Mass media and youth --- Digital media --- Technology and youth --- Learning --- Social aspects --- Social aspects. --- Learning process --- Comprehension --- Education --- Youth and technology --- Youth --- Electronic media --- New media (Digital media) --- Mass media --- Digital communications --- Online journalism --- EDUCATION/Digital Media & Learning --- DIGITAL HUMANITIES & NEW MEDIA/General --- SOCIAL SCIENCES/Media Studies --- social media --- youth media --- children's media --- podcast --- video-games --- videogame --- text message --- ethnography --- Digital Youth Project --- media literacymedia ecology --- Médias numériques --- Médias et jeunesse --- Formation en ligne --- Geeks --- Aspect social --- États-Unis --- Enquêtes --- Médias numériques --- Médias et jeunesse --- États-Unis --- Enquêtes
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In The Emergence of the Digital Humanities, Steven E. Jones examines this shift in our relationship to digital technology and the ways that it has affected humanities scholarship and the academy more broadly. Based on the premise that the network is now everywhere rather than merely "out there," Jones links together seemingly disparate cultural events--the essential features of popular social media, the rise of motion-control gaming and mobile platforms, the controversy over the "gamification" of everyday life, the spatial turn, fabrication and 3D printing, and electronic publishing--and argues that cultural responses to changes in technology provide an essential context for understanding the emergence of the digital humanities as a new field of study in this millennium.
Sociology of knowledge --- Computer. Automation --- Humanities --- Education, Higher --- Digital communications --- Communications, Digital --- Digital transmission --- Pulse communication --- Digital electronics --- Pulse techniques (Electronics) --- Telecommunication --- Digital media --- Signal processing --- Technological innovations --- Learning and scholarship --- Classical education --- Electronic information resources --- Computer network resources --- Effect of technological innovations on --- Digital techniques --- E-books --- humanities computing --- DH --- digital humanists --- Digital communications. --- Electronic information resources. --- Computer network resources. --- Effect of technological innovations on. --- Media & Communications --- Digital network --- Digital humanities --- Digital technology --- Social media --- Gaming --- Mobile platforms --- Gamification --- Videogame studies --- Video game studies
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"A history of the arcade in British culture"--
Computer games / online games: strategy guides --- English Civil War --- Popular beliefs & controversial knowledge --- Amusement Arcade --- Amusements --- Britain --- British --- Seaside --- Video Game --- Videogame --- Gambling --- Showmen --- Traveling Showmen --- Traveling Fair --- Fairground --- Midway --- Bingo --- Fruit Machine --- Pin Table --- Allwin --- Crompton --- Coin Machine --- Amusement Caterer --- BACTA --- SEGA --- Copyright --- Space Invaders --- Atari --- Pong --- Ping Pong --- Defender --- Bell Fruit --- Alca --- Penny Falls --- Mafia --- Tax --- FOBT --- Gaming --- Recreation centers --- Video arcades --- History. --- GAMES & ACTIVITIES / Video & Mobile --- HISTORY / Europe / Great Britain / General --- SOCIAL SCIENCE / Popular Culture --- Amusement arcades (Video arcades) --- Arcades, Video --- Video game arcades --- Canteens (Recreation centers) --- Recreation centres --- Recreation facilities --- Recreational centers --- Recreational facilities --- Community centers --- Recreation areas --- Sports facilities
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In recent years, the methodologies of teaching have been in a process of transition. Multiple active methodologies have proliferated, with the aim of changing the concept we have had of teaching so far. These advocate for a student who plays a leading role in the process of building learning, while the teacher acts as a figure who facilitates and glimpses the paths to learning. In order to be able to carry out this type of teaching in an optimal way, it is necessary for the teaching and research community to be correctly trained in its pedagogical principles and in the tools that boost its implementation. Among these principles and tools, it is of vital importance that information and communication technologies (ICT) be adequately handled. The use of active methodologies (project-based learning, problem-based learning, service learning, flipped classroom, mobile learning, etc.) or innovative pedagogical approaches (simulation, role-playing, gamification, etc.) promotes an improvement in the motivation of students as well as their skills. This aspect is especially important in the area of mathematics, whose contents are characterized by their abstraction, thus highlighting the need for its dynamization in classrooms of different educational stages.
emerging methodology --- educational innovation --- e-learning --- educational experimentation --- adults --- students --- b-learning --- ICT --- vocational training --- constructivism --- mathematics learning --- MOOC --- new teaching techniques --- students’ access to MOOC --- learning --- reading comprehension --- complexity --- problem-solving --- arithmetic word problems --- fraction operator --- technological environment --- active methodology --- escape room --- gamification --- methodological contrast --- mathematics --- secondary education --- musical activities --- learning-teaching --- preschool --- mathematical modeling --- modeling projects --- elementary school --- learning opportunities --- computational thinking --- STEAM education --- leisure-time education --- mathematical education --- good practices in mathematics education --- mathematics achievement --- influencing factors --- university --- social sciences --- structural equation modelling (SEM) --- Flipped Classroom --- flipped learning --- higher education --- educational robotics --- active learning --- case studies --- videogame --- early childhood education --- education --- learning environments --- educational games --- engineering students --- augmented reality --- spatial intelligence --- STEM --- Geogebra AR --- teaching differential equations --- teaching mathematics --- solving problem --- formative assessment --- teacher education --- teachers’ knowledge --- game-based learning --- affective domain --- mathematics education --- systematic review --- EXPLORIA --- STEAM --- active methodologies --- university level --- afective domain --- mathematical teaching methodologies --- educative innovation --- learning through video games --- real-valued functions
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Computergames staan onmiskenbaar en in toenemende mate in de belangstelling. Games zijn sinds hun ontstaan, ongeveer 40 jaar geleden, geëvolueerd van een subcultureel en "nerdy" nicheproduct naar een mainstream cultuurproduct met een breed doelpubliek. Ondanks hun ondertussen respectabele leeftijd, hun plaats in de (jeugd)cultuur en hun economische impact, kampen games echter tot op de dag van vandaag met een opvallend negatief imago. Met de regelmaat van een klok, en vaak gevoed door mediagenieke en spraakmakende incidenten, worden games en de gamecultuur in de publieke opinie en het politieke discours beladen met de zonden van Egypte. Vier Vlaamse specialisten gaan in op de effecten van games en op de mogelijkheid die ze bieden voor het creëren van nieuwe sociale netwerken en educatieve kansen. In een eerste deel onderzoeken de auteurs of de morele paniek rond games in de media gefundeerd is. Vervolgens wordt dieper ingegaan op de 'bijzondere' aantrekkingskracht die games kunnen uitoefenen, en op de rol die ze kunnen spelen bij het ontstaan van nieuwe gemeenschappen en netwerken. Daarnaast besteden de auteurs uitvoerig aandacht aan de verschillende omgevingen waarbinnen het gamen plaatsvindt, aan de gevaren van online gamen en aan de maatregelen door de overheid. Het derde deel is gewijd aan computergames in educatie en onderwijs. Het medium van de videogames wordt hier onder meer gesitueerd binnen recente ontwikkelingen rond geletterdheden. Een interessant boek, waaruit blijkt dat er een grote behoefte is aan een grootschalig onderzoek naar het gamen als maatschappelijk feit en cultureel fenomeen. Het boek wordt besloten met verwijzingen naar wetenschappelijke literatuur, websites en de vigerende Belgische wetgeving
Video games and children --- Computers and children --- Internet games --- Social aspects --- Computerspellen. --- Consumer behavior --- robots --- Sociology of culture --- games --- jongerencultuur --- sociale netwerken --- Artificial intelligence. Robotics. Simulation. Graphics --- Affective and dynamic functions --- jeugd --- Age group sociology --- 316.723 --- #PBIB:+117.50 --- 187 Kinderrechten en Vrije tijd --- #SBIB:309H103 --- #SBIB:309H17 --- #SBIB:309H402 --- 663 Jeugd --- 840 Samenleving en staat --- gaming --- audiovisuele opvoeding --- computerspellen --- 37.02 --- lerarenopleiding --- vakdidactiek --- 433.5 --- ICT --- jeugdcultuur --- Computerspelen --- Jeugd --- Cybercrime --- Cyberpesten --- Games --- Jongeren --- Onderwijs --- Sociale netwerken --- Videogame --- Videospelletjes (games) --- Jongeren en ICT --- Media --- Sociale media --- informatica --- S20080772.JPG --- opvoeding --- 316.723 Subculturen --(sociologie) --- Subculturen --(sociologie) --- Muzische vorming : Media & ICT --- Mediatechnologie / ICT / digitale media: sociale en culturele aspecten --- Computer- en videogames --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, .. --- Audiovisuele opvoeding --- (zie ook: teleonderwijs) --- 362.8 --- 37 --- departement Beeldende Kunst 09 --- maatschappelijke veiligheid --- computergame --- KI (kunstmatige intelligentie) --- Kinderen en jeugd --- Vrijetijdsbesteding --- Cultuursociologie --- Netwerken --- Opvoeding en onderwijs --- Jeugdculturen --- Gamen --- Educatie --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, --- jongeren --- Computerspel --- Sociaal netwerk --- Kind --- Recreatie --- Netwerk (ict) --- Opvoeding --- Ontwikkelingsstoornis --- Fysiotherapie --- Jeugdcultuur --- Gaming --- Duurzaamheid --- App --- Netwerk (relationeel) --- Jongere --- Internet games - Social aspects --- AI (artificiële intelligentie)
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