Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning
eBook - ePub

Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning

Strategies & Resources

  1. 350 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

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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Yes, you can access Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning by David Seelow in PDF and/or ePUB format, as well as other popular books in Computer Science & Programming Games. We have over one million books available in our catalogue for you to explore.

Information

Table of contents

  1. Cover
  2. Half Title
  3. Title Page
  4. Copyright Page
  5. Dedication Page
  6. Table of Contents
  7. In Memoriam
  8. Author
  9. Introduction: The Power and Potential of Games for Learning
  10. Part I Games as Transformative Classroom Experiences
  11. Part II Games as Transformative Classroom Experiences
  12. Part III Casual Games as Transformative Online Learning Experiences
  13. Part IV Playing across Boundaries: Interdisciplinary Instruction with Films, Games, and Literature
  14. Conclusion A Short Hike to the Top of the Mountain: Teaching the Transcendent or Walking the Dog
  15. Index