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Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources
Hardback

Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources

$283.99
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All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning examines the learning value of a wide variety of games across multiple disciplines.

Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum and the transformation of assessment practices.

In addition to a wealth of practical exercises, resources and lessons ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.

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MORE INFO
Format
Hardback
Publisher
Taylor & Francis Ltd
Country
United Kingdom
Date
21 December 2022
Pages
384
ISBN
9781032062679

All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning examines the learning value of a wide variety of games across multiple disciplines.

Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum and the transformation of assessment practices.

In addition to a wealth of practical exercises, resources and lessons ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.

Read More
Format
Hardback
Publisher
Taylor & Francis Ltd
Country
United Kingdom
Date
21 December 2022
Pages
384
ISBN
9781032062679