Serious Play. Literacy, learning and digital games

Serious Play. Literacy, learning and digital games

Catherine Beavis, Michael Dezuanni, Joanne O’Mara (eds.)
이 책이 얼마나 마음에 드셨습니까?
파일의 품질이 어떻습니까?
책의 품질을 평가하시려면 책을 다운로드하시기 바랍니다
다운로드된 파일들의 품질이 어떻습니까?
Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.
“This important study makes a major contribution to research and debate about the use of digital games in schools. Addressing a wide range of questions, from game-based literacies to coding narrative in Scratch and creativity with Minecraft, it nevertheless integrates a landscape which has long been fragmented and incoherent in educational debates. A welcome feature of the book is that its authoritative argument about games and learning rests on rich empirical research, respectful collaboration with teachers and students, and an enviable track record in this field of study.” – Andrew Burn, Professor of English, Media and Drama, University College London, UK.
년:
2017
출판사:
Routledge
언어:
english
페이지:
251
파일:
PDF, 5.47 MB
IPFS:
CID , CID Blake2b
english, 2017
온라인으로 읽기
로의 변환이 실행 중입니다
로의 변환이 실패되었습니다

주로 사용되는 용어