Connected Gaming
What Making Video Games Can Teach Us about Learning and Literacy
Seiten
2016
MIT Press (Verlag)
978-0-262-03537-8 (ISBN)
MIT Press (Verlag)
978-0-262-03537-8 (ISBN)
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How making and sharing video games offer educational benefits for coding, collaboration, and creativity.
Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming-coding, collaboration, and creativity-and the move from "computational thinking" toward "computational participation."
Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of "modding" and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.
Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming-coding, collaboration, and creativity-and the move from "computational thinking" toward "computational participation."
Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of "modding" and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.
Yasmin B. Kafai is Lori and Michael Milken President's Distinguished Professor at the University of Pennsylvania Graduate School of Education, coauthor of Connected Gaming, Connected Code, and Connected Play (all published by MIT Press) and other books. Quinn Burke is a Senior Research Scientist in the Learning Sciences at Digital Promise. Quinn's research examines the effectiveness of different coding activities for introducing computer science and computational thinking to students. Quinn's research has been supported by a number of state and federal grants. Previously, Quinn taught at the college and high school levels.
Erscheinungsdatum | 21.01.2017 |
---|---|
Reihe/Serie | The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning |
Vorwort | Constance Steinkuehler |
Zusatzinfo | 13 b&w illus.; 26 Illustrations |
Verlagsort | Cambridge, Mass. |
Sprache | englisch |
Maße | 152 x 229 mm |
Themenwelt | Schulbuch / Wörterbuch ► Unterrichtsvorbereitung ► Unterrichts-Handreichungen |
Informatik ► Weitere Themen ► Computerspiele | |
Sozialwissenschaften ► Pädagogik | |
ISBN-10 | 0-262-03537-5 / 0262035375 |
ISBN-13 | 978-0-262-03537-8 / 9780262035378 |
Zustand | Neuware |
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