Serious play : literacy, learning and digital games
Author(s)
Bibliographic Information
Serious play : literacy, learning and digital games
(Digital games and learning / series editor, Sara de Freitas and Paul Maharg)
Routledge, 2017
- : pbk
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Note
Includes bibliographical references and index
Description and Table of Contents
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.
Table of 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
by "Nielsen BookData"