A Game Of Their Own


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Knowledge Games


Knowledge Games

Author: Karen Schrier

language: en

Publisher: JHU Press

Release Date: 2016-06-15


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Are games the knowledge-producers of the future? Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games—such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data—are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.

We the Gamers


We the Gamers

Author: Karen Schrier

language: en

Publisher: Oxford University Press

Release Date: 2021


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Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New Horizons. The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together.

Inspiring Student Empowerment


Inspiring Student Empowerment

Author: Patti Drapeau

language: en

Publisher: Free Spirit Publishing

Release Date: 2021-06-14


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A practical, comprehensive guide to help educators go beyond student engagement and differentiation to achieve student empowerment. Student engagement continues to be an important goal for teachers, but it shouldn’t end there. There is no one-size-fits-all approach to teaching anymore. School districts that have begun to shift their focus from student engagement to student empowerment, and from differentiation to personalized learning, have seen a rise in test scores, motivation, attention, and self-confidence. When students have voice and choice, they gain control over their learning and their actions and feel empowered to work harder and achieve more. Through sample lessons, strategies, and applications, educators will learn how to shift from engagement to student empowerment, from differentiation to personalized learning, and practical ways to make these strategies work in the classroom. Move from engagement to student empowerment with: A comprehensive guide to engaged learning A comprehensive guide to empowerment Research-based best practices to promote empowerment Move from differentiation to personalized learning with: A comprehensive guide to refining differentiation practices A comprehensive guide to personalized learning Practical ways to use voice and choice, instructional design, and classroom climate to promote student empowerment An entire chapter dedicated to the social and emotional learning side of personalized learning Digital content includes reproducible forms and a PDF presentation for professional development.