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Book
Resonant games : design principles for learning games that connect hearts, minds, and the everyday
Authors: --- --- ---
ISBN: 0262346079 0262037807 0262346087 9780262346078 9780262037808 Year: 2018 Publisher: Cambridge, Massachusetts : The MIT Press,

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Abstract

Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives.


Book
Quest to learn : developing the school for digital kids
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ISBN: 0262515652 0262294168 0262294176 9780262515658 9780262294164 Year: 2011 Publisher: Cambridge, Mass. : MIT Press,

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Abstract

The design for Quest to Learn, an innovative school in New York City that offers a "game-like" approach to learning. Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are built to help players understand how they are doing, what they need to work on, and where to go next. Content is not treated as dry information but as a living resource; students are encouraged to interact with the larger world in ways that feel relevant, exciting, and empowering. Quest to Learn opened in the fall of 2009 with 76 sixth graders. In their first semester, these students learned--among other things--to convert fractions into decimals in order to break a piece of code found in a library book; to use atlases and read maps to create a location guide for a reality television series; and to create video tutorials for a hapless group of fictional inventors. This research and development document outlines the learning framework for the school, making the original design available to others in the field. Elements in development include a detailed curriculum map, a budget, and samples of student and teacher handbooks.


Book
Augmented learning
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ISBN: 1282099558 9786612099557 0262277298 1435643496 9780262277297 0262113155 9780262113151 9781435643499 9781282099555 9780262516525 0262516527 Year: 2008 Publisher: Cambridge, Mass. MIT Press

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Abstract

New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with teachers and pupils alike. Klopfer here describes the largely untapped potential of mobile learning games to make a substantial impact on education.


Book
Engineering play
Author:
ISBN: 1282694561 9786612694561 0262258919 026229155X 9780262258913 9781282694569 0262013355 9780262013352 9780262517386 0262517388 Year: 2009 Publisher: Cambridge, Mass. MIT Press

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Abstract

How the influential industry that produced such popular games as Oregon Trail and KidPix emerged from experimental efforts to use computers as tools in child-centered learning.


Book
Gaming the system
Authors: --- --- ---
ISBN: 0262319950 0262319969 9780262319959 9780262027816 026202781X 9780262319966 Year: 2014 Publisher: Cambridge, Massachusetts

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Abstract

Understanding games as systems, with complex interactions of game elements and rules.Gaming the System demonstrates the nature of games as systems, how game designers need to think in terms of complex interactions of game elements and rules, and how to identify systems concepts in the design process. The activities use Gamestar Mechanic, an online game design environment with a systems thinking focus.


Book
Script changers
Authors: --- --- ---
ISBN: 0262319985 9780262319980 9780262027823 0262027828 Year: 2014 Publisher: Cambridge, Massachusetts

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Abstract

Helping students create interactive and animated stories about positive change in their communities.


Book
The civic potential of video games
Authors: --- ---
ISBN: 0262258978 9780262258975 9780262513609 0262513609 Year: 2009 Publisher: Cambridge, Mass. : Cambridge, Mass. : MIT Press, MIT Press,

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Abstract

This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.Until now, most research in the field has considered how video games relate to children's aggression and to academic learning. Digital media scholars suggest, however, that other social outcomes also deserve attention. For example, as games become more social, some scholars argue that they can be important spheres in which to foster civic development. Others disagree, suggesting that games, along with other forms of Internet involvement, may in fact take time away from civic and political engagement.Drawing on data from the 2006 survey, the authors examine the relationship between video game play and civic development. They call for further research on teen gaming experiences so that we can understand and promote civic engagement through video games.


Book
Short circuits
Authors: --- --- ---
ISBN: 0262320010 0262320029 9780262320016 9780262027830 0262027836 Year: 2014 Publisher: Cambridge, Massachusetts


Book
Connected play : tweens in a virtual world
Authors: ---
ISBN: 0262317842 9781461947974 1461947979 1299988342 9781299988347 9780262317849 9780262317856 0262317850 9780262317832 0262317834 9780262019934 0262019930 Year: 2013 Publisher: Cambridge, Massachusetts : The MIT Press,

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"Millions of children visit virtual worlds every day. In such virtual play spaces as Habbo Hotel, Toontown, and Whyville, kids chat with friends from school, meet new people, construct avatars, and earn and spend virtual currency. In 'Connected Play', Yasmin Kafai and Deborah Fields investigate what happens when kids play in virtual worlds, how this matters for their offline lives, and what this means for the design of educational opportunities in digital worlds."


Book
Stealth assessment : measuring and supporting learning in video games
Authors: ---
ISBN: 0262315211 0262518813 026231522X 9780262315210 9780262315227 9780262518819 Year: 2013 Publisher: Cambridge, Massachusetts : The MIT Press,

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An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals.To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning.Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.

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