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The Anti-Education Era: Creating Smarter Students through Digital Learning
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The Anti-Education Era: Creating Smarter Students through Digital LearningOne of the first champions of the positive effects of gaming reveals the dark side of today's digital and social media
Today's schools are eager to use the latest technology in the classroom, but rather than improving learning, the new e-media can just as easily narrow students' horizons. Education innovator James Paul Gee first documented the educational benefits of gaming a decade ago in his classic What Video Games Have to Teach Us About Learning and Literacy.
 
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Tags: first, gaming, Learning, benefits, decade
Digital Play: Computer games and language aims
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Digital Play: Computer games and language aimsDigital Play is a pioneering book on the use of computer games in language teaching, in which the authors share their expertise in training teachers in innovative classroom practice with their excitement for teaching with technology. It offers: guidance on taking on the challenge of the digital revolution, insight into how learners engage with gaming outside the classroom, advice and activities for effectively bringing the world of gaming inside the classroom.
 
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Tags: classroom, Digital, their, gaming, teaching
New Methods of Literacy Research
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New Methods of Literacy ResearchLiteracy researchers at all stages of their careers are designing and developing innovative new methods for analyzing data in a range of spaces in and out of school. Directly connected with evolving themes in literacy research, theory, instruction, and practices—especially in the areas of digital technologies, gaming, and web-based research; discourse analysis; and arts-based research—this much-needed text is the first to capture these new directions in one volume.
 
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Tags: research, Literacy, gaming, web-based, discourse
Digital Discourse: Language in the New Media
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Digital Discourse: Language in the New MediaDigital Discourse offers a distinctly sociolinguistic perspective on the nature of language in digital technologies. It starts by simply bringing new media sociolinguistics up to date, addressing current technologies like instant messaging, textmessaging, blogging, photo-sharing, mobile phones, gaming, social network sites, and video sharing. Chapters cover a range of communicative contexts (journalism, gaming, tourism, leisure, performance, public debate), communicators (professional and lay, young people and adults, intimates and groups), and languages (Irish, Hebrew, Chinese, Finnish, Japanese, German, Greek, Arabic, and French).
 
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Tags: technologies, gaming, Digital, Discourse, public
Digital Games and Learning
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Digital Games and LearningThe popularity of entertainment gaming over the last decades has led to the use of games for non-entertainment purposes in areas such as training and business support. The emergence of the serious games movement has capitalized on this interest in leisure gaming, with an increase in leisure game approaches in schools, colleges, universities and in professional training and continuing professional development.The movement raises many significant issues and challenges for us. How can gaming and simulation technologies be used to engage learners? How can games be used to motivate, deepen and accelerate learning? How can they be used to greatest effect in learning and teaching?
 
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Tags: gaming, games, learning, training, movement