Connected Gaming
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Author | : Yasmin B. Kafai |
Publisher | : MIT Press |
Total Pages | : 221 |
Release | : 2024-03-19 |
Genre | : Education |
ISBN | : 0262551551 |
How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.
Author | : David Seelow |
Publisher | : CRC Press |
Total Pages | : 188 |
Release | : 2021-07-12 |
Genre | : Education |
ISBN | : 1000411737 |
Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells us that game-based learning can help teachers design classes, develop transformative learning tools, and assess progress on multiple levels not dependent on one-size-fits-all bubble sheets. Authored by game-savvy teachers in partnership with classroom-experienced academics, the highly varied chapters of this book are concise yet filled with sound pedagogical approaches. Middle and high school educators will find engaging new ways of inspiring students’ intrinsic motivation, skill refinement, positive culture-building, autonomy as learners, and more.
Author | : Sara M. Grimes |
Publisher | : University of Toronto Press |
Total Pages | : 367 |
Release | : 2021 |
Genre | : Computers |
ISBN | : 1442615567 |
Digital Playgrounds makes the argument that online games play a uniquely meaningful role in children's lives, with profound implications for children's culture, agency, and rights in the digital era.
Author | : Daniel King |
Publisher | : Academic Press |
Total Pages | : 296 |
Release | : 2018-07-18 |
Genre | : Psychology |
ISBN | : 0128129255 |
Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for clients with problematic gaming behaviors and Internet gaming disorder. It provides an overview of the existing research on epidemiology, risk and protective factors, and discusses the distinct cognitive features that distinguish gaming from gambling and other related activities and disorders. Clinicians will find interest in discussion of the latest developments in cognitive-behavioral approaches to gaming disorder as well as the best structure for clinical interviews. Included in clinical sections are details of the key indicators of harm and impairment associated with problem gaming and how these might present in clinical cases. Internet Gaming Disorder is strongly evidence-based, draws extensively upon the latest international research literature, and provides insights into the likely future developments in this emerging field both in terms of technological development and new research approaches. - Discusses the conceptual basis of Internet gaming disorder as a behavioral addiction - Provides screening approaches for measuring excessive gaming - Details a structured clinical interview approach for assessing gaming disorder - Provides evidence-based clinical strategies for prevention and treatment - Covers cognitive behavioral therapy and harm reduction strategies
Author | : Daniel P. O. Wiedemann |
Publisher | : BoD – Books on Demand |
Total Pages | : 300 |
Release | : 2021-01-03 |
Genre | : Computers |
ISBN | : 3752611405 |
This book is the publication of my PhD dissertation and is written in the corresponding style. The included research provides explorations and investigative reflections on Rollenwahrnehmung (a newly coined phrase meaning role perception/fulfillment), Perspective and Space through Virtual Reality (VR) game interfaces. A number of important topics will be addressed, like the creation of new experiences in the context of VR, the extension and new development of various interaction paradigms, various User Experience (UX) aspects and user guidance in a sophisticated new medium. Placed in the field of design practice, this research focuses on the creation of digital gaming artifacts, while extrapolating insights and guidelines concerning VR interfaces. Hence, this practice-based research is derived from a portfolio of specifically developed interactive artifacts, following the methodological approach of Constructive Design Research. These include the VR related games Nicely Dicely, LizzE - And the Light of Dreams and Gooze. They were used for various Lab experiments and Showroom presentations, while continually being refined throughout an iterative process. Nicely Dicely is an abstract game based on physics. In Local Multiplayer, up to four players are able to compete or collaborate. It is not a VR game per se, but features both, Monoscopic and 3D Stereoscopic Vision modes, which were tested in an experiment on their effect on Player Immersion. LizzE - And the Light of Dreams is a Singleplayer 3rd Person Hack and Slay game based in a fantasy universe. In an experiment, the game was used to primarily investigate in which ways 3rd Person VR games can work for a broad audience, regarding camera behavior. Gooze is a 1st Person VR puzzle game, taking place in a realistic horror environment with supernatural aspects. It was designed with diverse VR interaction technologies in mind and offers users different options to play the game, depending on available hardware and preferences. The Locomotion and Virtual Object Interaction mechanics were tested in an experiment regarding their UX. In summary, this book illustrates various game, interface and VR designs, informing the emerging field of VR game development of the relationship between UX, interfaces and gameplay. Furthermore, guidelines for designing and developing specific aspects of VR games were identified and each single artifact can be used as a design and development precedent for practice and academia.
Author | : Kumar, Ashok |
Publisher | : IGI Global |
Total Pages | : 477 |
Release | : 2012-05-31 |
Genre | : Computers |
ISBN | : 1466616350 |
Video games represent a unique blend of programming, art, music, and unbridled creativity. To the general public, they are perhaps the most exciting computer applications ever undertaken. In the field of computer science, they have been the impetus for a continuous stream of innovations designed to provide gaming enthusiasts with the most realistic and enjoyable gaming experience possible. Algorithmic and Architectural Gaming Design: Implementation and Development discusses the most recent advances in the field of video game design, with particular emphasis on practical examples of game development, including design and implementation. The target audience of this book includes educators, students, practitioners, professionals, and researchers working in the area of video game design and development. Anyone actively developing video games will benefit from the practical application of fundamental computer science concepts demonstrated in this book.
Author | : United States. Congress. House. Committee on Appropriations. Subcommittee on Department of the Interior and Related Agencies |
Publisher | : |
Total Pages | : 1292 |
Release | : 1989 |
Genre | : United States |
ISBN | : |
Author | : AICPA |
Publisher | : John Wiley & Sons |
Total Pages | : 1070 |
Release | : 2019-03-18 |
Genre | : Business & Economics |
ISBN | : 1948306557 |
ASC 606, Revenue from Contracts with Customers, replaces almost all previously existing revenue recognition guidance, including industry-specific guidance. That means unprecedented changes, affecting virtually all industries and all size organizations. For preparers, this guide provides the comprehensive, reliable accounting implementation guidance you need to unravel the complexities of this new standard. For practitioners, it provides in-depth coverage of audit considerations, including controls, fraud, risk assessment, and planning and execution of the audit. Recent audit challenges are spotlighted to allow for planning in avoiding these new areas of concern. This guide includes 16 industry-specific chapters for the following industries: Aerospace and Defense, Airlines, Asset Management, Broker-Dealers, Construction Contractors, Depository Institutions, Gaming, Health Care, Hospitality, Insurance, Not-for-Profits, Oil and Gas, Power and Utility, Software, Telecommunications, and Timeshare.
Author | : Ibrahiem M. M. El Emary |
Publisher | : CRC Press |
Total Pages | : 521 |
Release | : 2017-09-19 |
Genre | : Computers |
ISBN | : 1498781195 |
The International Conference on Communications, Management, and Information Technology (ICCMIT’16) provides a discussion forum for scientists, engineers, educators and students about the latest discoveries and realizations in the foundations, theory, models and applications of systems inspired on nature, using computational intelligence methodologies, as well as in emerging areas related to the three tracks of the conference: Communication Engineering, Knowledge, and Information Technology. The best 25 papers to be included in the book will be carefully reviewed and selected from numerous submissions, then revised and expanded to provide deeper insight into trends shaping future ICT.
Author | : Cheryl A. McLean |
Publisher | : Routledge |
Total Pages | : 226 |
Release | : 2020-11-18 |
Genre | : Education |
ISBN | : 1000222764 |
This book explores “making” in the school curriculum in a period in which the ability to create and respond to digital artifacts is key and focuses on makerspaces in educational settings. Combining the arts with design to give a fuller picture of the engagement and wonder that unfolds with maker literacies, the book moves across such settings and themes as: Creativity and writing in classrooms Making and developing civic engagement Emotional experiences of making Race and gender in makerspace Game-based play and coding in schools and draws its case studies from the Netherlands, Finland, Canada, Australia, the United Kingdom, and the United States. Giving as broad a perspective on makerspaces, making, and design as possible, the book will help scholars expand their understandings and help educators appreciate the power and worth of making to inspire students. It is useful for anyone hoping to apply design, maker, and makerspace approaches to their teaching and learning.