Search and Find

Book Title

Author/Publisher

Table of Contents

Show eBooks for my device only:

 

Connected Gaming - What Making Video Games Can Teach Us about Learning and Literacy

Connected Gaming - What Making Video Games Can Teach Us about Learning and Literacy

of: Yasmin B. Kafai, Quinn Burke, Constance Steinkuehler

The MIT Press, 2016

ISBN: 9780262336956 , 224 Pages

Format: ePUB

Copy protection: DRM

Windows PC,Mac OSX geeignet für alle DRM-fähigen eReader Apple iPad, Android Tablet PC's Apple iPod touch, iPhone und Android Smartphones

Price: 76,32 EUR



More of the content

Connected Gaming - What Making Video Games Can Teach Us about Learning and Literacy


 

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.