Lessons From My Games
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Mastering the Game
Author | : Jon Harrison |
Publisher | : CreateSpace |
Total Pages | : 294 |
Release | : 2015-03-14 |
Genre | : |
ISBN | : 9781508762553 |
Can video games be used to teach personal and business success lessons?Mastering The Game: What Video Games Can Teach Us About Success In Life takes a look at how the same habits and principles that lead to success when playing video games can be applied to personal and business success. Principles are ideas that are truly timeless, and remain true independent of context, culture or time period. So what are the principles embedded in the most popular video games? Surprisingly, the list strongly resembles the most in demand traits for the workplace. * Adaptability & Managing Change* Personal Accountability* Innovation* Communication & Listening* Teambuilding & Collaboration* Knowledge Sharing* Persistence & GritMastering The Game provides analogies, examples, and lessons for connecting the dots between how gamers play and how successful professionals work. Are you ready to take your career to the next level?
Why Video Games are Good for Your Soul
Author | : James Paul Gee |
Publisher | : Common Ground |
Total Pages | : 132 |
Release | : 2005 |
Genre | : Computers |
ISBN | : 186335574X |
Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people.
Computer Games for Learning
Author | : Richard E. Mayer |
Publisher | : MIT Press |
Total Pages | : 303 |
Release | : 2014-07-11 |
Genre | : Education |
ISBN | : 0262027577 |
A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.
Playing Games in the School Library
Author | : SARAH. PAVEY |
Publisher | : |
Total Pages | : |
Release | : 2021-09-10 |
Genre | : |
ISBN | : 9781783305339 |
The book will explore the use of games-based learning and gamification in school libraries. It illustrates how game play can be developed by school librarians through blended theory and practice, exemplified by case studies taken from a variety of international contexts.
The Minds Behind Sega Genesis Games
Author | : Patrick Hickey, Jr. |
Publisher | : McFarland |
Total Pages | : 292 |
Release | : 2022-07-08 |
Genre | : Games & Activities |
ISBN | : 1476645019 |
Prior to the arrival of the Sega Genesis, video games were still largely considered "kid stuff," but with a far more mature and eclectic range of titles, and an understanding of what gamers wanted, Sega and its Genesis/Mega Drive console began to shift the expectations for what gaming could be. Never scared to innovate, Sega's impact on the industry continues to this day through the games they originally developed and the technology their consoles pushed into the mainstream. Featuring interviews with the creators of over 40 games on the Sega Genesis console including Sonic the Hedgehog 2, Altered Beast, Aladdin, Earthworm Jim and NHL 95, this book gives a behind-the-scenes look at the creation of some of the influential, iconic, and sometimes forgotten games on Sega's most important contribution to the game industry. The interviewees reveal the challenges of working with mega publishers, the uncertainties of public reception, and the creative processes that produced some of the 16-bit era's classic titles.
Short Lesson Talks on the Lord's Prayer and the Ten Commandments
Author | : Elizabeth Casey Bispham |
Publisher | : |
Total Pages | : 166 |
Release | : 1906 |
Genre | : Lord's prayer |
ISBN | : |
Games and Simulations to Enhance Quality Learning
Author | : Danny Saunders |
Publisher | : Psychology Press |
Total Pages | : 306 |
Release | : 1996 |
Genre | : Education |
ISBN | : 9780749418663 |