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· 분류 : 외국도서 > 교육/자료 > 교육 > 컴퓨터/기술
· ISBN : 9781138689411
· 쪽수 : 234쪽
· 출판일 : 2017-05-12
목차
Table of Contents
Preface to the book
Theme 1 preface: Student approaches to games-based learning
- Serious Play: Literacy, learning, and digital games
- "A game isn’t a game without interaction": Students’ thoughts about the use of digital games in school
- Impassioned learning and Minecraft
- Negotiating pedagogical transformation and identity performance through gameplay in Statecraft X
- Curating the curriculum with digital games
- The non-gamer teacher, the quiz & pop teacher, and the Kinect teacher
- Narratives come to life through coding: Digital game-making as Language and Literacy curriculum
- Mining the Cli-Fi world: Renegotiating the curriculum using Minecraft
- Games as text and games as action: English, literacy and digital games
- Material and discursive learning with Minecraft and Lego
- Serious outcomes from Serious Play: Teachers’ beliefs about assessment of games based learning in schools
- Playing, making and analysing games: Cases of assessment and Serious Play
- Quests, achievements and experience points: Opportunities to level up through school-based Serious Play
Catherine Beavis
Catherine Beavis, Roberta Thompson, and Sandy Muspratt
Michael Dezuanni and Joanne O’Mara
Theme 2 preface: Changing game-play for the classroom context
Roberta Thompson, Catherine Beavis, and Jason Zagami
Michael Dezuanni and Jason Zagami
Theme 3 preface: Teachers’ work and games-based pedagogies
Sarah Prestridge
Joanne O’Mara
Theme 4 preface: Digital literacies in the wild?multimodality, materiality and embodiment
Joanne O’Mara and Kynan Robinson
Catherine Beavis, Sarah Prestridge, and Joanne O’Mara
Michael Dezuanni
Theme 5 preface: Assessment, digital games and teachers as creative professionals
Leonie Rowan and Catherine Beavis
Leonie Rowan
Leonie Rowan and Sarah Prestridge
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