Beyond Fun: Serious Games and Media
Lulu.com, 2008 - Computer games - 198 pages
This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. A facet of this project is the interactive and collaborative method in which it was created. Instead of separated individual articles, the authors and editors have orchestrated the articles together, reading and writing as a whole so that the concepts across the articles resonate with each other. It is our intention that this text will serve as the basis of many more discussions across conference panels, online forums and interactive media that in turn will engender more special collaborative issues and texts.
What people are saying - Write a review
We haven't found any reviews in the usual places.
The Four Slates of Educational Experiences
Using simulation and game environments across disciplines
Playing with Programs
Practical barriers in using educational computer games
Buttonmashing Seeing Being
Learning to Teach With Videogames
Finding some online territories for the slow learner
How simulation games are revolutionising elearning
GamesGamingSimulation in a New MediaLiterature Classroom
Learning in Public
Self video games and pedagogy
Diving in to Peter Plantecs Brave New World of Virtual Humans
Why Create a Media and Game Center?
Educational Software Development Sites
Videogames and the Future of Education
Educational Games and Multiple Play Styles
Educating the New Media Practitioner
References and Notes
action Aldrich allow AMSGC animation avatar become blog blogger Bogost boss button mashing challenge characters cheating classroom collaborative College complex computer games computer science course create creative critical culture degrees Digital Drew Davidson e-Learning educational games Egenfeldt-Nielsen electronic literature engage Entertainment explore fighting games focus focused game AI Game Design Game Development game play game’s gamers genre goals Hulk Davidson Ian Bogost ideas identity interactive media interest interface Internet knowledge Kurt Squire language learners learning literature Mateas Media and Game medium offer Plantec’s play the game players practice problem procedural literacy programming projects reader response Rettberg role Scott Rettberg skills slate social social software strategy teacher teaching Technology tion traditional Uncanny Valley understand University video games videogames Viewtiful Joe Virtual Leader visual weblogs writing