Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications.
As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as 'modding', and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
Fun pictograms and infographics about computer games make learning about math topics such as ratios, speed, distance, time, volume, percentages, and equations easy and fun. In this book, readers are presented with several computer game scenarios and must use their mathematical skills to solve equations to up their scores. Math puzzles and exercises help children build confidence in their math skills.
This book is a practical guide on how to create artwork for computer games - a burgeoning area in which thousands of artists are hired each year.
Computers are playing a fundamental role in enhancing exploratory learning techniques in education. This volume in the NATO Special Programme on Advanced Educational Technology covers the state of the art in the design and use of computer systems for exploratory learning. Contributed chapters treat principles, theory, practice, and examples of some of the best contemporary computer-based learning environments: Logo, Boxer, Microworlds, Cabri-GÃ©omÃ¨tre, Star Logo, Table Top, Geomland, spreadsheets, Function Machines, and others. Emphasis is on mathematics and science education. Synthetic chapters provide an overview of the current scene in computers and exploratory learning, and analyses from the perspectives of epistemology, learning, and socio-cultural studies.
Have you ever led a group or taught, facilitated a workshop or taught a class and needed the perfect, interactive ice breaker or thought provoking exercise? This manuel provides just that! As facilitators, speakers and professors, we found we were always looking for interactive exercises that allow students and participants to reflect, think and learn. As a result, this first collection of exercises from the Queens College Student Personnel Department's Peer and Leadership Program was created. The majority of these exercises have been created by students, for students.
These activities can be used by many different types of organizations including, but not limited to educational institutions, businesses, non-profit organizations, and religious institutions. The activities lend themselves to adjustments and revisions depending on the goals of the workshop, conference, retreat or in-service meetings. This manual is designed to offer ideas and suggestions to those who want to provide this kind of opportunity to their employees, students, administrators, management teams or others.
Fun, interactive and thought provoking, these exercises are the perfect solution to creating a dynamic learning environment.
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