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  • 1
    ISBN: 9780262515658
    Language: English
    Pages: 1 Online-Ressource (164 p.)
    Keywords: Institutions & learned societies: general ; Educational strategies & policy ; Computer games / online games: strategy guides
    Abstract: The design for Quest to Learn, an innovative school in New York City that offers a “game-like” approach to learning. Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are built to help players understand how they are doing, what they need to work on, and where to go next. Content is not treated as dry information but as a living resource; students are encouraged to interact with the larger world in ways that feel relevant, exciting, and empowering. Quest to Learn opened in the fall of 2009 with 76 sixth graders. In their first semester, these students learned—among other things—to convert fractions into decimals in order to break a piece of code found in a library book; to use atlases and read maps to create a location guide for a reality television series; and to create video tutorials for a hapless group of fictional inventors. This research and development document outlines the learning framework for the school, making the original design available to others in the field. Elements in development include a detailed curriculum map, a budget, and samples of student and teacher handbooks
    Note: English
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  • 2
    Online Resource
    Online Resource
    Cambridge, Mass. : MIT Press
    ISBN: 9780262299930
    Language: English
    Pages: 1 Online-Ressource (743 Seiten) , Illustrationen, Diagramme
    Parallel Title: Erscheint auch als
    Parallel Title: Erscheint auch als
    DDC: 794.8/1526
    RVK:
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    Keywords: Computerspelen ; Jogos eletrônicos ; Programmeren (computers) ; Vormgeving ; Computer games Design ; Computer games Programming ; Entwicklung ; Software ; Spiel ; Spiel ; Entwicklung ; Software
    Abstract: Publisher's description: As pop culture, games are as important as film or television--but game design has yet to develop a theoretical framework or critical vocabulary. 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.
    Note: Includes bibliographical references (p. 608-619) and index
    URL: Volltext  (URL des Erstveröffentlichers)
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  • 3
    ISBN: 9781479888900
    Language: English
    Pages: 1 Online-Ressource , 28 black and white illustrations
    Series Statement: Connected Youth and Digital Futures 2
    DDC: 302.30285
    Abstract: How online affinity networks expand learning and opportunity for young peopleBoyband One Direction fanfiction writers, gamers who solve math problems together, Harry Potter fans who knit for a cause. Across subcultures and geographies, young fans have found each other and formed community online, learning from one another along the way. From these and other in-depth case studies of online affinity networks, Affinity Online considers how young people have found new opportunities for expanded learning in the digital age. These cases reveal the shared characteristics and unique cultures and practices of different online affinity networks, and how they support “connected learning”—learning that brings together youth interests, social activity, and accomplishment in civic, academic, and career relevant arenas. Although involvement in online communities is an established fixture of growing up in the networked age, participation in these spaces show how young people are actively taking up new media for their own engaged learning and social development.While providing a wealth of positive examples for how the online world provides new opportunities for learning, the book also examines the ways in which these communities still reproduce inequalities based on gender, race, and socioeconomic status. The book concludes with a set of concrete suggestions for how the positive learning opportunities offered by online communities could be made available to more young people, at school and at home. Affinity Online explores how online practices and networks bridge the divide between in-school and out-of-school learning, finding that online affinity networks are creating new spaces of opportunity for realizing the ideals of connected learning.
    Note: Description based on online resource; title from PDF title page (publisher's Web site, viewed 08. Jun 2020)
    URL: Cover
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