Games, learning, and society : learning and meaning in the digital age /
"This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinke...
Clasificación: | Libro Electrónico |
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Otros Autores: | , , |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Cambridge :
Cambridge University Press,
2012.
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Colección: | Learning in doing.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- Cover; Games, Learning, and Society; Series; Title; Copyright; Contents; Contributors; Series Foreword; Foreword; Acknowledgments; Section I: Games as Designed Experience; 1: Introduction to Section I; 2: Designed Cultures; Apolyton University; During Action Reports: Cognitive Artifacts That Organize Practice; Design Thinking; Designing CivIV; Designing Education for Participation; Notes; References; 3: Theme Is Not Meaning: Who Decides What a Game Is About?; Mechanics Give Meaning; Seeing Past the Theme; Uniting Theme and Mechanics; A Perfect Union; Does Civilization Fail?; Why Theme Matters.
- 4: Our Cheatin' HeartsTrust Me; Show the Mechanics; Cheating in Civilization; Perception Is Reality; 5: Playing the Odds; Failing at Probability; Leveling the Field; Where Luck Fails; Probability Is Content; Showing the Odds; 6: Nurturing Lateral Leaps in Game Design; SimCity; Instances of Games versus Kinds of Games; The Evolution of Game-Making Processes in Action; The Battle Against Complexity and the Control of Information in Making Bigger and Better Instances of Games; Embracing Complexity and Making New Kinds of Games; Educational Games; Valve; Conclusion; Notes; References.
- 7: Uncharted 2: Among Thieves
- How to Become a HeroIntroduction to Uncharted 2; Full Disclosure: Drew Davidson; Narrative and Game-Play Analysis; Meaning and Mastery; Ludic Narrans; Playing Well; References; 8: Interview with Harmonix; 9: Yomi: Spies of the Mind; Yomi; Yomi Layers; Example of Yomi Layer 3 from Virtua Fighter 3; Section II: Games as Emergent Culture; 10: Introduction to Section II; References; 11: Nurturing Affinity Spaces and Game-Based Learning; Games and Learning; Affinity Spaces; Features of Affinity Spaces; Content, Knowledge, and Choice; The Pareto Principle; References.
- 12: Apprenticeship in Massively Multiplayer Online GamesCognition as (Inter)Action; Apprenticeship; Research Methods; Context of the Research; Data Collection: Cognitive Ethnography; Analytical Method; Analysis One: Learning How to Hunt Mithril; Analysis Two: Learning How to Group Heal; Analysis Three: Learning How to Hunt Solo; Findings; Apprenticeship as Social Interaction; Apprenticeship into Practices; Apprenticeship into Values; Conclusions; References; 13: Theorycrafting: The Art and Science of Using Numbers to Interpret the World; Encountering the Big Bad Wolf.
- Theorycrafting for RoguesSpreadsheet Metagame; Napkin Math; Theorycrafting for Priests; Strategies of Interpretation; Validity and Reliability; Educating Others About Interpreting Tools; Discussion; Work; School; Conclusion; Notes; References; 14: Culture and Community in a Virtual World for Young Children; Sociocultural Theory, Learning, and Culture in Virtual Worlds; Related Research; Methods; Webkinz World; Webkinz; Kindness, Caring, and Consumption: Culture in Webkinz World; Communication in Webkinz World; Searching for Community in Webkinz World; Community Beyond Webkinz World; Conclusion: Sociocultural Theories of Learning and WW.
- Games, Learning, and Society
- Series
- Title
- Contributors
- Series Foreword
- Foreword
- Section I. : Games as Designed Experience
- 1. : Introduction to Section I
- 2. : Designed Cultures
- Apolyton University
- During Action Reports: Cognitive Artifacts That Organize Practice
- Design Thinking
- Designing CivIV
- Designing Education for Participation
- Notes
- 3. : Theme Is Not Meaning: Who Decides What a Game Is About
- Mechanics Give Meaning
- Seeing Past the Theme
- Unit ing. Theme and Mechanics
- A Perfect Union
- Does Civilization Fail
- Why Theme Matters.
- 4. : Our Cheatin' HeartsTrust Me
- Show the Mechanics
- Cheating in Civilization
- Perception Is Reality
- 5. : Playing the Odds
- Failing at Probability
- Leveling the Field
- Where Luck Fails
- Probability Is Content
- Showing the Odds
- 6. : Nurturing Lateral Leaps in Game Design
- SimCity
- Instances of Games versus Kinds of Games
- The Evolution of Game-Making Processes in Action
- The Battle Against Complexity and the Control of Information in Making Bigger and Better Instances of Games
- Embracing Complexity and Making New Kinds of Games
- Educational Games
- Valve
- Conclusion
- Notes.
- 7. : Uncharted 2: Among Thieves
- How to Become a HeroIntroduction to Uncharted 2
- Full Disclosure: Drew Davidson
- Narrative and Game-Play Analysis
- Meaning and Mastery
- Ludic Narrans
- Playing Well
- 8. : Interview with Harmonix
- 9. : Yomi: Spies of the Mind
- Yomi
- Yomi Layers
- Example of Yomi Layer 3 from Virtua Fighter 3
- Section II. : Games as Emergent Culture
- 10. : Introduction to Section II
- 11. : Nurturing Affinity Spaces and Game-Based Learning
- Games and Learning
- Affinity Spaces
- Features of Affinity Spaces
- Content, Knowledge, and Choice
- The Pareto Principle.
- 12. : Apprenticeship in Massively Multiplayer Online GamesCognition as (Inter)Action
- Apprenticeship
- Research Methods
- Context of the Research
- Data Collection: Cognitive Ethnography
- Analytical Method
- Analysis One: Learning How to Hunt Mithril
- Analysis Two: Learning How to Group Heal
- Analysis Three: Learning How to Hunt Solo
- Findings
- Apprenticeship as Social Interaction
- Apprenticeship into Practices
- Apprenticeship into Values
- Conclusions
- 13. : Theorycrafting: The Art and Science of Using Numbers to Interpret the World
- Encountering the Big Bad Wolf.
- Theorycrafting for RoguesSpreadsheet Metagame
- Napkin Math
- Theorycrafting for Priests
- Strategies of Interpretation
- Validity and Reliability
- Educating Others About Interpreting Tools
- Discussion
- Work
- School
- Conclusion
- Notes
- 14. : Culture and Community in a Virtual World for Young Children
- Sociocultural Theory, Learning, and Culture in Virtual Worlds
- Related Research
- Methods
- Webkinz World
- Webkinz
- Kindness, Caring, and Consumption: Culture in Webkinz World
- Communication in Webkinz World
- Searching for Community in Webkinz World
- Community Beyond Webkinz World.
- Conclusion: Sociocultural Theories of Learning and WW.