Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study
In order to effectively use games in the classroom, teachers and parents need to agree on games positive functions toward students learning, decide and select good educational games relevant to content and tasks in the classroom, and disseminate their acquired knowledge into the teaching field. As part of an international dialogue between researchers in educational technology, Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study investigates whether games can motivate students to learn and improve their knowledge and skills.
Digital Play was winner in the Innovation in Teacher Resources category at the 2012 ELTons!
Digital 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.
Players Unleashed! - Modding The Sims and the Culture of Gaming
In Players Unleashed!—the first study of its kind—Tanja Sihvonen provides a fascinating examination of modding, tracing its evolution and detailing its impact on The Sims and the game industry as a whole. Along the way, Sihvonen shares insights into specific modifications and the cultural contexts from which they emerge.