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Learning in real and virtual worlds ...
~
Lacasa, Pilar,
Learning in real and virtual worlds :commercial video games as educational tools /
Record Type:
Language materials, printed : Monograph/item
[NT 15000414]:
794.8/1536
Title/Author:
Learning in real and virtual worlds : : commercial video games as educational tools // Pilar Lacasa.
Author:
Lacasa, Pilar,
other author:
Lacasa, Pilar.
Description:
1 online resource.
Subject:
Video games - Study and teaching.
Subject:
Video games - Psychological aspects.
Subject:
Learning, Psychology of.
Subject:
Video games - Design.
Subject:
Video games - Social aspects.
ISBN:
9781137312051 (electronic bk.)
ISBN:
113731205X (electronic bk.)
[NT 15000227]:
Includes bibliographical references and index.
[NT 15000228]:
Foreword; Henry Jenkins -- Learning and Video Games -- Entertainment and Education Platforms -- Intelligent Objects -- Interpreting Their Messages -- Arguments in Virtual and Real Worlds -- Learning to Create -- Art and Video Games -- Story Telling -- Virtual Spaces and Avatars -- New Heroes and Heroines.
[NT 15000229]:
Packed with critical analysis and real-life examples, this book explores how video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills. The result of almost ten years spent discovering video games, learning to play, conversing with their designers and distributors, and working in the classroom with young people and teachers, Lacasa's work uncovers the educational value already present in commercial video games and shows how to integrate games for learning purposes into the curriculum. It is invaluable for anyone wishing to discover the cultural and educational value of this new form of entertainment in an interdisciplinary environment in which psychology, sociology, art, literature, graphic design, and computer programming are all present.
Online resource:
http://www.palgraveconnect.com/doifinder/10.1057/9781137312051
Learning in real and virtual worlds :commercial video games as educational tools /
Lacasa, Pilar,
Learning in real and virtual worlds :
commercial video games as educational tools /Pilar Lacasa. - 1 online resource. - Palgrave Macmillan's digital education and learning. - Palgrave Macmillan's digital education and learning series..
Includes bibliographical references and index.
Foreword; Henry Jenkins -- Learning and Video Games -- Entertainment and Education Platforms -- Intelligent Objects -- Interpreting Their Messages -- Arguments in Virtual and Real Worlds -- Learning to Create -- Art and Video Games -- Story Telling -- Virtual Spaces and Avatars -- New Heroes and Heroines.
Packed with critical analysis and real-life examples, this book explores how video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills. The result of almost ten years spent discovering video games, learning to play, conversing with their designers and distributors, and working in the classroom with young people and teachers, Lacasa's work uncovers the educational value already present in commercial video games and shows how to integrate games for learning purposes into the curriculum. It is invaluable for anyone wishing to discover the cultural and educational value of this new form of entertainment in an interdisciplinary environment in which psychology, sociology, art, literature, graphic design, and computer programming are all present.
ISBN: 9781137312051 (electronic bk.)
Source: 634147Palgrave Macmillanhttp://www.palgraveconnect.comSubjects--Topical Terms:
538641
Video games
--Study and teaching.Index Terms--Genre/Form:
336502
Electronic books.
LC Class. No.: GV1469.3 / .L33 2013
Dewey Class. No.: 794.8/1536
Learning in real and virtual worlds :commercial video games as educational tools /
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commercial video games as educational tools /
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Foreword; Henry Jenkins -- Learning and Video Games -- Entertainment and Education Platforms -- Intelligent Objects -- Interpreting Their Messages -- Arguments in Virtual and Real Worlds -- Learning to Create -- Art and Video Games -- Story Telling -- Virtual Spaces and Avatars -- New Heroes and Heroines.
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Packed with critical analysis and real-life examples, this book explores how video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills. The result of almost ten years spent discovering video games, learning to play, conversing with their designers and distributors, and working in the classroom with young people and teachers, Lacasa's work uncovers the educational value already present in commercial video games and shows how to integrate games for learning purposes into the curriculum. It is invaluable for anyone wishing to discover the cultural and educational value of this new form of entertainment in an interdisciplinary environment in which psychology, sociology, art, literature, graphic design, and computer programming are all present.
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TEF
based on 0 review(s)
Multimedia
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http://www.palgraveconnect.com/doifinder/10.1057/9781137312051
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