What Video Games Have to Teach Us about Learning and Literacy
James Paul Gee - 2003
James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.
Reality is Broken: Why Games Make Us Better and How They Can Change the World
Jane McGonigal - 2010
The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.
The Multiplayer Classroom: Designing Coursework as a Game
Lee Sheldon - 2011
THE MULTIPLAYER CLASSROOM: DESIGNING COURSEWORK AS A GAME is your detailed guide to designing any structured learning experience as a game. Written for professional educators or those learning to be educators, here are the tools to engage and excite students by using principles learned in the development of popular video games. Suitable for use in the classroom or the boardroom, the book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. You don't need any experience making games or even playing games to use this book. Yet, you will learn how to create multiplayer games for any age on any subject. Bring your classroom into the 21st century!
The Art of Game Design: A Book of Lenses
Jesse Schell - 2008
The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.
Teach Like Your Hair's on Fire: The Methods and Madness Inside Room 56
Rafe Esquith - 2007
From one of America s most celebrated educators, an inspiring guide to transforming every child s education In a Los Angeles neighborhood plagued by guns, gangs, and drugs, there is an exceptional classroom known as Room 56. The fifth graders inside are first-generation immigrants who live in poverty and speak English as a second language. They also play Vivaldi, perform Shakespeare, score in the top 1 percent on standardized tests, and go on to attend Ivy League universities. Rafe Esquith is the teacher responsible for these accomplishments. From the man whom The New York Times calls a genius and a saint comes a revelatory program for educating today s youth. In Teach Like Your Hair s on Fire!, Rafe Esquith reveals the techniques that have made him one of the most acclaimed educators of our time. The two mottoes in Esquith s classroom are Be Nice, Work Hard, and There Are No Shortcuts. His students voluntarily come to school at 6:30 in the morning and work until 5:00 in the afternoon. They learn to handle money responsibly, tackle algebra, and travel the country to study history. They pair Hamlet with rock and roll, and read the American classics. Teach Like Your Hair s on Fire! is a brilliant and inspiring road map for parents, teachers, and anyone who cares about the future success of our nation s children. "
The Dyslexic Advantage: Unlocking the Hidden Potential of the Dyslexic Brain
Brock L. Eide - 2011
In this paradigm-shifting book, neurolearning experts Drs. Brock and Fernette Eide describe an exciting new brain science that reveals that dyslexic people have unique brain structure and organization. While the differences are responsible for certain challenges with literacy and reading, the dyslexic brain also gives a predisposition to important skills, and special talents. While dyslexics typically struggle to decode the written word, they often also excel in such areas of reasoning as mechanical (required for architects and surgeons), interconnected (artists and inventors); narrative (novelists and lawyers), and dynamic (scientists and business pioneers). The Dyslexic Advantage provides the first complete portrait of dyslexia.
Rethinking School: How to Take Charge of Your Child's Education
Susan Wise Bauer - 2018
It isn’t a good fit for all—or even most—students. It prioritizes a single way of understanding the world over all others, pushes children into a rigid set of grades with little regard for individual maturity, and slaps “disability” labels over differences in learning style.Caught in this system, far too many young learners end up discouraged, disconnected, and unhappy. And when they struggle, school pressures parents, with overwhelming force, into “fixing” their children rather than questioning the system.With boldness, experience, and humor, Susan Wise Bauer turns conventional wisdom on its head: When a serious problem arises at school, the fault is more likely to lie with the school, or the educational system itself, than with the child.In five illuminating sections, Bauer teaches parents how to flex the K–12 system, rather than the child. She closely analyzes the traditional school structure, gives trenchant criticisms of its weaknesses, and offers a wealth of advice for parents of children whose difficulties may stem from struggling with learning differences, maturity differences, toxic classroom environments, and even from giftedness (not as much of a “gift” as you might think!).As the author of the classic book on home-schooling, The Well-Trained Mind, Bauer knows how children learn and how schools work. Her advice here is comprehensive and anecdotal, including material drawn from experience with her own four children and more than twenty years of educational consulting and university teaching.Rethinking School is a guide to one aspect of sane, humane parenting: negotiating the twelve-grade school system in a way that nurtures and protects your child’s mind, emotions, and spirit.
A Theory of Fun for Game Design
Raph Koster - 2004
It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.
Overcoming Dyslexia: A New and Complete Science-Based Program for Reading Problems at Any Level
Sally E. Shaywitz - 2003
Now a world-renowned expert gives us a substantially updated and augmented edition of her classic work: drawing on an additional fifteen years of cutting-edge research, offering new information on all aspects of dyslexia and reading problems, and providing the tools that parents, teachers, and all dyslexic individuals need. This new edition also offers:- New material on the challenges faced by dyslexic individuals across all ages - Rich information on ongoing advances in digital technology that have dramatically increased dyslexics' ability to help themselves - New chapters on diagnosing dyslexia, choosing schools and colleges for dyslexic students, the co-implications of anxiety, ADHD, and dyslexia, and dyslexia in post-menopausal women - Extensively updated information on helping both dyslexic children and adults become better readers, with a detailed home program to enhance reading - Evidence-based universal screening for dyslexia as early as kindergarten and first grade - why and how - New information on how to identify dyslexia in all age ranges - Exercises to help children strengthen the brain areas that control reading - Ways to raise a child's self-esteem and reveal her strengths - Stories of successful men, women, and young adults who are dyslexic
Rules of Play: Game Design Fundamentals
Katie Salen - 2003
In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Creating Innovators: The Making of Young People Who Will Change the World
Tony Wagner - 2012
He explores what parents, teachers, and employers must do to develop the capacities of young people to become innovators. In profiling compelling young American innovators such as Kirk Phelps, product manager for Apple’s first iPhone, and Jodie Wu, who founded a company that builds bicycle-powered maize shellers in Tanzania, Wagner reveals how the adults in their lives nurtured their creativity and sparked their imaginations, while teaching them to learn from failures and persevere. Wagner identifies a pattern—a childhood of creative play leads to deep-seated interests, which in adolescence and adulthood blossom into a deeper purpose for career and life goals. Play, passion, and purpose: These are the forces that drive young innovators. Wagner shows how we can apply this knowledge as educators and what parents can do to compensate for poor schooling. He takes readers into the most forward-thinking schools, colleges, and workplaces in the country, where teachers and employers are developing cultures of innovation based on collaboration, interdisciplinary problem-solving, and intrinsic motivation. The result is a timely, provocative, and inspiring manifesto that will change how we look at our schools and workplaces, and provide us with a road map for creating the change makers of tomorrow. Creating Innovators will feature its own innovative elements: more than sixty original videos that expand on key ideas in the book through interviews with young innovators, teachers, writers, CEOs, and entrepreneurs, including Thomas Friedman, Dean Kamen, and Annmarie Neal. Produced by filmmaker Robert A. Compton, the videos are embedded into the ebook edition in video-enabled eReaders and accessible in this print edition via QR codes placed throughout the chapters or via www.creatinginnovators.com.
Rethinking Education in the Age of Technology: The Digital Revolution and Schooling in America (Technology, Education--Connections) (Technology, Education - Connections
Allan Collins - 2009
They explain, step-by-step, how to help children become successful risk-takers: ready to leap at lifes opportu... Full description
The World Is Open: How Web Technology Is Revolutionizing Education
Curtis J. Bonk - 2009
To help educators and others understand what's possible, Curt Bonk employs his groundbreaking "WE-ALL-LEARN" model to outline ten key technology and learning trends, demonstrating how technology has transformed educational opportunities for learners of every age in every corner of the globe. The book is filled with inspiring stories of ordinary learners as well as interviews with technology and education leaders that reveal the power of this new way of learning.Captures the global nature of open education from those who are creating and using new learning technologies Includes a new Preface and Postscript with the latest updates A free companion web site provides additional stories and information Using the dynamic "WE-ALL-LEARN" model, learners, educators, executives, administrators, instructors, and parents can discover how to tap into the power of Web technology and unleash a world of information.
The End of Education: Redefining the Value of School
Neil Postman - 1995
Instead, today's schools promote the false "gods" of economic utility, consumerism, or ethnic separatism and resentment. What alternative strategies can we use to instill our children with a sense of global citizenship, healthy intellectual skepticism, respect of America's traditions, and appreciation of its diversity? In answering this question, The End of Education restores meaning and common sense to the arena in which they are most urgently needed."Informal and clear...Postman's ideas about education are appealingly fresh."--New York Times Book Review
Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul
Stuart M. Brown Jr. - 2009
Or the blissful abandon of a golden retriever racing with glee across a lawn. This is the joy of play. By definition, play is purposeless and all-consuming. And, most important, it’s fun. As we become adults, taking time to play feels like a guilty pleasure—a distraction from “real” work and life. But as Dr. Stuart Brown illustrates, play is anything but trivial. It is a biological drive as integral to our health as sleep or nutrition. In fact, our ability to play throughout life is the single most important factor in determining our success and happiness. Dr. Brown has spent his career studying animal behavior and conducting more than six thousand “play histories” of humans from all walks of life—from serial murderers to Nobel Prize winners. Backed by the latest research, Play explains why play is essential to our social skills, adaptability, intelligence, creativity, ability to problem solve, and more. Play is hardwired into our brains—it is the mechanism by which we become resilient, smart, and adaptable people. Beyond play’s role in our personal fulfillment, its benefits have profound implications for child development and the way we parent, education and social policy, business innovation, productivity, and even the future of our society. From new research suggesting the direct role of three-dimensional-object play in shaping our brains to animal studies showing the startling effects of the lack of play, Brown provides a sweeping look at the latest breakthroughs in our understanding of the importance of this behavior. A fascinating blend of cutting-edge neuroscience, biology, psychology, social science, and inspiring human stories of the transformative power of play, this book proves why play just might be the most important work we can ever do.