Learning in Real and Virtual Worlds : Commercial Video Games As Educational Tools.

By: Jenkins, HenryContributor(s): Lacasa, PMaterial type: TextTextSeries: eBooks on DemandDigital Education and Learning Ser: Publisher: New York : Palgrave Macmillan US, 2013Copyright date: ©2013Description: 1 online resource (303 pages)Content type: text Media type: computer Carrier type: online resourceISBN: 9781137312051Subject(s): CommunicationGenre/Form: Electronic books.Additional physical formats: Print version:: Learning in Real and Virtual Worlds : Commercial Video Games As Educational ToolsDDC classification: 794.8/1536 LOC classification: L1-991Online resources: Click here to view this ebook.
Contents:
Cover -- Half-Title -- Title -- Copyright -- Dedication -- Contents -- List of Illustrations -- Series Foreword -- Foreword: Play, Play, Play -- Acknowledgments -- Introduction -- Chapter 1 Learning and Video Games -- Chapter 2 Entertainment and Education Platforms -- Chapter 3 Intelligent Objects -- Chapter 4 Interpreting Their Messages -- Chapter 5 Arguments in Virtual and Real Worlds -- Chapter 6 Learning to Create -- Chapter 7 Art and Video Games -- Chapter 8 Story Telling -- Chapter 9 Virtual Spaces and Avatars -- Chapter 10 New Heroes and Heroines -- Notes -- Bibliography -- Index.
Summary: Packed with critical analysis and real-life examples, this book explores how children's video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills.
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Item type Current location Call number URL Status Date due Barcode
Electronic Book UT Tyler Online
Online
L1-991 (Browse shelf) https://ebookcentral.proquest.com/lib/uttyler/detail.action?docID=1431323 Available EBC1431323

Cover -- Half-Title -- Title -- Copyright -- Dedication -- Contents -- List of Illustrations -- Series Foreword -- Foreword: Play, Play, Play -- Acknowledgments -- Introduction -- Chapter 1 Learning and Video Games -- Chapter 2 Entertainment and Education Platforms -- Chapter 3 Intelligent Objects -- Chapter 4 Interpreting Their Messages -- Chapter 5 Arguments in Virtual and Real Worlds -- Chapter 6 Learning to Create -- Chapter 7 Art and Video Games -- Chapter 8 Story Telling -- Chapter 9 Virtual Spaces and Avatars -- Chapter 10 New Heroes and Heroines -- Notes -- Bibliography -- Index.

Packed with critical analysis and real-life examples, this book explores how children's video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills.

Description based on publisher supplied metadata and other sources.

Author notes provided by Syndetics

Author Pilar Lacasa: Pilar Lacasa is Professor of Communication and Education at the University of Alcala, Spain.

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