
Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning
Strategies & Resources
- 350 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning
Strategies & Resources
About this book
All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines.
Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices.
In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.
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Information
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Dedication Page
- Table of Contents
- In Memoriam
- Author
- Introduction: The Power and Potential of Games for Learning
- Part I Games as Transformative Classroom Experiences
- Part II Games as Transformative Classroom Experiences
- Part III Casual Games as Transformative Online Learning Experiences
- Part IV Playing across Boundaries: Interdisciplinary Instruction with Films, Games, and Literature
- Conclusion A Short Hike to the Top of the Mountain: Teaching the Transcendent or Walking the Dog
- Index