Beyond Fun: Serious Games and Media

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Drew Davidson
Lulu.com, 2008 - Computer games - 198 pages
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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.
 

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Contents

Introduction
9
The Four Slates of Educational Experiences
11
Using simulation and game environments across disciplines
18
Playing with Programs
24
Practical barriers in using educational computer games
30
Buttonmashing Seeing Being
37
Learning to Teach With Videogames
56
Finding some online territories for the slow learner
64
How simulation games are revolutionising elearning
97
GamesGamingSimulation in a New MediaLiterature Classroom
110
Learning in Public
118
Self video games and pedagogy
129
Diving in to Peter Plantecs Brave New World of Virtual Humans
138
Why Create a Media and Game Center?
147
Educational Software Development Sites
154
Videogames and the Future of Education
161

Educational Games and Multiple Play Styles
72
Educating the New Media Practitioner
80
References and Notes
170
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