"Introducing complex math concepts through the medium of seemingly unsolvable games"--OCLC-licensed vendor bibliographic record.
An important new voice provides a riveting look at why video games need feminism and why all of us should make space for more play in our lives. "You play like a girl": it's meant to be an insult, accusing a player of subpar, un-fun playing. If you're a girl, and you grow up, do you "play like a woman"--whatever that means' In this provocative and enlightening book, Shira Chess urges us to play…
"GBA is the progentitor of handheld gaming platforms today. Who are You? offers fresh ways of thinking about the production, circulation, and actual use of a video game platform"--OCLC-licensed vendor bibliographic record.
OCLC-licensed vendor bibliographic record.
"The author develops a model of peer pedagogy by examining the popular genre of Let's Play videos as a source of learning for Minecraft players"--OCLC-licensed vendor bibliographic record.
"Treacherous Play examines the overlooked games where treachery, deception and duplicity is encouraged and demanded by the game"--OCLC-licensed vendor bibliographic record.
A play-centered invitation to experience the power and delight unlocked by imagination.Bernard De Koven (1941-2018) was a pioneering designer of games and theorist of fun. He studied games long before the field of game studies existed. For De Koven, games could not be reduced to artifacts and rules; they were about a sense of transcendent fun. This book, his last, is about the imagination: the …
Can games measure intelligence? How will artificial intelligence inform games of the future? In 'Playing Smart', Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence.…
An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals.To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about wha…
Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the val…