Human Tech - Xiv Bang-Up Books On The Importance Of Video Games Inward 21St Century Learning
February 28, 2015
Gaming is a growing tendency inward the 21st century learning epitome in addition to you lot don't demand to await difficult to run across the evidence. Digital in addition to video games take upwards a big purpose of the lives of our digital natives, in addition to of course, equally is the instance amongst every 'new technology' doubtful in addition to cynical voices are the firstly to hold upwards heard. When writing was firstly invented some six thousands years ago, people were really critical of the novel invention. In Phaedrus, for instance, the pop Greek philosopher, Plato expresses serious reservations about writing. He viewed it "as a mechanical, inhuman way of processing knowledge, unresponsive to questions in addition to destructive of memory."(Orality in addition to Literacy, Kindle location. 891). The same criticism in addition to initial rejection were levelled against other inventions that transformed humanity (e.g excogitation of telephone, radio, TV, in addition to Internet).
The declaration hither is that everything has an inherent polarity of negative in addition to positive aspects in addition to it behoves us to foreground the positive aspects in addition to brand the best of them piece also devising strategies to bargain amongst the negative sides. The same amongst digital in addition to video gaming, their advantages greatly outweigh their disadvantages. If you lot doubtfulness it, hither is a laid of some genuinely wonderful books that shed to a greater extent than low-cal on the importance of video games in addition to how they help kids inward their learning.
1- What Video Games Have to Teach Us About Learning in addition to Literacy, past times James Paul Gee
“James Paul Gee begins his classic majority amongst "I desire to verbalize nearly video games--yes, fifty-fifty tearing video games--and say some positive things nearly them." With this uncomplicated but explosive statement, i of America's most well-respected educators looks seriously at the practiced that tin come upwards from playing video games.”
2- Reality Is Broken: Why Games Make Us Better in addition to How They Can Change the World, past times Jane McGonigal
“In this groundbreaking book, Jane shows how nosotros tin leverage the ability of games to cook what is incorrect amongst the existent world-from social problems similar depression in addition to obesity to global issues similar poverty in addition to climate change-and introduces us to cutting-edge games that are already changing the business, education, in addition to nonprofit worlds.”
3- Fun: Inc: Why Gaming Will Dominate the Twenty-First Century, past times Tom Chatfield
“Fun Inc. is the most elegant in addition to comprehensive defense forcefulness of the condition of figurer games inward our civilization I withdraw keep read. The sheer pervasiveness of game experience—99 per cent of teenage boys in addition to 94 per cent of teenage girls having played a video game—means that minute naffness falls upon those who limited a musty disdain for the medium. In fact, equally Fun Inc. elegantly explains, figurer game-playing has a really rigid claim to hold upwards i of the most vital test-beds for intellectual enquiry.” (Independent [London])
4- Good Video Games in addition to Good Learning: Collected Essays on Video Games, Learning in addition to Literacy, past times James Paul Gee
“This majority discusses a broad arrive at of topics concerning video games, learning in addition to literacy. These include the ways games tin espouse pleasure, learning in addition to mastery through the feel of ownership, agency in addition to command players bask when gaming, equally good equally controversial issues surrounding games. The majority explores relationships betwixt values, identity, content in addition to learning, in addition to focuses on how to sympathize in addition to explicate many immature people’s differential experiences of learning inward gaming in addition to schooling respectively.”
5- Don't Bother Me Mom--I'm Learning, past times Marc Prensky
“Marc Prensky presents the case—profoundly counter-cultural but truthful nevertheless—that video in addition to figurer game playing, inside limits, is genuinely really beneficial to today's "Digital Native" kids, who are using them to ready themselves for life inward the 21st century. The ground kids are in addition to therefore attracted to these games, Prensky says, is that they are learning nearly of import "future" things, from collaboration, to prudent opportunity taking, to strategy formulation in addition to execution, to complex moral in addition to ethical decisions.”
6- The Ecology of Games: Connecting Youth, Games, in addition to Learning, past times Katie Salen Tekinba
“This majority looks at games equally systems inward which immature users participate, equally gamers, producers, in addition to learners. The Ecology of Games (edited past times Rules of Play author Katie Salen) aims to expand upon in addition to add together nuance to the debate over the value of games--which in addition to therefore far has been vociferous but overly polemical in addition to surprisingly shallow.”
7- Video Games in addition to Learning: Teaching in addition to Participatory Culture inward the Digital Age, past times Kurt Squire
“ This accessible majority describes how educators in addition to curriculum designers tin harness the participatory nature of digital media in addition to play. The author presents a comprehensive model of games in addition to learning that integrates analysis of games, games cultures, in addition to educational game design. Building on over 10 years of research, Kurt Squire tells the story of the emerging patch of immersive digitally mediated learning environments (or games) in addition to outlines the hereafter of education.”
8- Games, Learning, in addition to Society: Learning in addition to Meaning inward the Digital Age, past times Constance Steinkuehler (Editor), Kurt Squire Ph.D. (Editor), Sasha Barab Ph.D. (Editor)
“This majority is the firstly reader on videogames in addition to learning of its kind. Covering game design, game culture, in addition to games equally 21st century pedagogy, it demonstrates the depth in addition to breadth of scholarship on games in addition to learning to date. The chapters stand upwards for some of the most influential thinkers, designers, in addition to writers inward the emerging patch of games in addition to learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin, in addition to others”
9- How to Do Things amongst Videogames, past times Ian Bogost
“Bogost, a leading scholar of videogames in addition to an award-winning game designer, explores the many ways figurer games are used today: documenting of import historical in addition to cultural events; educating both children in addition to adults; promoting commercial products; in addition to serving equally platforms for art, pornography, exercise, relaxation, pranks, in addition to politics. Examining these applications inward a serial of short, inviting, in addition to provocative essays, he argues that together they brand the medium broader, richer, in addition to to a greater extent than relevant to a wider audience.”
10- Digital Games in addition to Learning: Research in addition to Theory, past times Nicola Whitton
“Digital Games in addition to Learning: Research in addition to Theory provides a clear in addition to concise critical theoretical overview of the patch of digital games in addition to learning from a cross-disciplinary perspective. Taking into line of piece of occupation concern human relationship research in addition to theory from areas equally varied equally figurer science, psychology, education, neuroscience, in addition to game design, this majority aims to synthesise move that is relevant to the written report of games in addition to learning. It focuses on 4 aspects of digital games: games equally active learning environments, games equally motivational tools, games equally playgrounds, in addition to games equally learning technologies, in addition to explores each of these areas inward detail.”
11- Gaming Lives inward the Twenty-First Century: Literate Connections, past times Gail E. Hawisher (Editor), Cynthia L. Selfe (Editor)
“Gaming Lives explores the complexly rendered human relationship betwixt figurer gaming environments in addition to literacy evolution past times focusing on in-depth instance studies of figurer gamers inward the the States at the get-go of the twenty-first century. This majority examines the claim that figurer games tin furnish amend literacy in addition to learning environments than U.S. of A. schools. Using the words in addition to observations of private gamers, this majority offers historical in addition to cultural analyses of their literacy development, practices, in addition to values.”
12- Everything Bad is Good for You: How Today's Popular Culture is Actually Making Us Smarter, past times Steven Johnson
“ In this provocative, unfailingly intelligent, thoroughly researched, in addition to surprisingly convincing big thought book, Steven Johnson draws from fields equally various equally neuroscience, economics, in addition to media theory to debate that the pop civilization nosotros soak inward every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing to a greater extent than sophisticated amongst each passing year, and, far from rotting our brains, is genuinely posing novel cognitive challenges that are genuinely making our minds measurably sharper.”
13- Gamify: How Gamification Motivates People to Do Extraordinary Things, past times Brian Burke
“Gamify shows gamification inward action: equally a powerful approach to engaging in addition to motivating people to achieving their goals, piece at the same fourth dimension achieving organizational objectives. It tin hold upwards used to motivate people to alter behaviors, prepare skills, in addition to campaign innovation. “
14- The Gamification of Learning in addition to Instruction: Game-based Methods in addition to Strategies for Training in addition to Education. By Karl M. Kapp
“"Kapp argues convincingly that gamification is non only nearly adding points, levels in addition to badges to an eLearning program, but nearly fundamentally rethinking learning design. He has seat together a vivid primer for learning professionals on how to gamify learning, packed amongst useful advice in addition to examples." —Anders Gronstedt, president, Gronstedt Group”.
Gaming is a growing tendency inward the 21st century learning epitome in addition to you lot don't demand to await difficult to run across the evidence. Digital in addition to video games take upwards a big purpose of the lives of our digital natives, in addition to of course, equally is the instance amongst every 'new technology' doubtful in addition to cynical voices are the firstly to hold upwards heard. When writing was firstly invented some six thousands years ago, people were really critical of the novel invention. In Phaedrus, for instance, the pop Greek philosopher, Plato expresses serious reservations about writing. He viewed it "as a mechanical, inhuman way of processing knowledge, unresponsive to questions in addition to destructive of memory."(Orality in addition to Literacy, Kindle location. 891). The same criticism in addition to initial rejection were levelled against other inventions that transformed humanity (e.g excogitation of telephone, radio, TV, in addition to Internet).
The declaration hither is that everything has an inherent polarity of negative in addition to positive aspects in addition to it behoves us to foreground the positive aspects in addition to brand the best of them piece also devising strategies to bargain amongst the negative sides. The same amongst digital in addition to video gaming, their advantages greatly outweigh their disadvantages. If you lot doubtfulness it, hither is a laid of some genuinely wonderful books that shed to a greater extent than low-cal on the importance of video games in addition to how they help kids inward their learning.
1- What Video Games Have to Teach Us About Learning in addition to Literacy, past times James Paul Gee
“James Paul Gee begins his classic majority amongst "I desire to verbalize nearly video games--yes, fifty-fifty tearing video games--and say some positive things nearly them." With this uncomplicated but explosive statement, i of America's most well-respected educators looks seriously at the practiced that tin come upwards from playing video games.”
2- Reality Is Broken: Why Games Make Us Better in addition to How They Can Change the World, past times Jane McGonigal
“In this groundbreaking book, Jane shows how nosotros tin leverage the ability of games to cook what is incorrect amongst the existent world-from social problems similar depression in addition to obesity to global issues similar poverty in addition to climate change-and introduces us to cutting-edge games that are already changing the business, education, in addition to nonprofit worlds.”
3- Fun: Inc: Why Gaming Will Dominate the Twenty-First Century, past times Tom Chatfield
“Fun Inc. is the most elegant in addition to comprehensive defense forcefulness of the condition of figurer games inward our civilization I withdraw keep read. The sheer pervasiveness of game experience—99 per cent of teenage boys in addition to 94 per cent of teenage girls having played a video game—means that minute naffness falls upon those who limited a musty disdain for the medium. In fact, equally Fun Inc. elegantly explains, figurer game-playing has a really rigid claim to hold upwards i of the most vital test-beds for intellectual enquiry.” (Independent [London])
4- Good Video Games in addition to Good Learning: Collected Essays on Video Games, Learning in addition to Literacy, past times James Paul Gee
“This majority discusses a broad arrive at of topics concerning video games, learning in addition to literacy. These include the ways games tin espouse pleasure, learning in addition to mastery through the feel of ownership, agency in addition to command players bask when gaming, equally good equally controversial issues surrounding games. The majority explores relationships betwixt values, identity, content in addition to learning, in addition to focuses on how to sympathize in addition to explicate many immature people’s differential experiences of learning inward gaming in addition to schooling respectively.”
5- Don't Bother Me Mom--I'm Learning, past times Marc Prensky
“Marc Prensky presents the case—profoundly counter-cultural but truthful nevertheless—that video in addition to figurer game playing, inside limits, is genuinely really beneficial to today's "Digital Native" kids, who are using them to ready themselves for life inward the 21st century. The ground kids are in addition to therefore attracted to these games, Prensky says, is that they are learning nearly of import "future" things, from collaboration, to prudent opportunity taking, to strategy formulation in addition to execution, to complex moral in addition to ethical decisions.”
6- The Ecology of Games: Connecting Youth, Games, in addition to Learning, past times Katie Salen Tekinba
“This majority looks at games equally systems inward which immature users participate, equally gamers, producers, in addition to learners. The Ecology of Games (edited past times Rules of Play author Katie Salen) aims to expand upon in addition to add together nuance to the debate over the value of games--which in addition to therefore far has been vociferous but overly polemical in addition to surprisingly shallow.”
7- Video Games in addition to Learning: Teaching in addition to Participatory Culture inward the Digital Age, past times Kurt Squire
“ This accessible majority describes how educators in addition to curriculum designers tin harness the participatory nature of digital media in addition to play. The author presents a comprehensive model of games in addition to learning that integrates analysis of games, games cultures, in addition to educational game design. Building on over 10 years of research, Kurt Squire tells the story of the emerging patch of immersive digitally mediated learning environments (or games) in addition to outlines the hereafter of education.”
8- Games, Learning, in addition to Society: Learning in addition to Meaning inward the Digital Age, past times Constance Steinkuehler (Editor), Kurt Squire Ph.D. (Editor), Sasha Barab Ph.D. (Editor)
“This majority is the firstly reader on videogames in addition to learning of its kind. Covering game design, game culture, in addition to games equally 21st century pedagogy, it demonstrates the depth in addition to breadth of scholarship on games in addition to learning to date. The chapters stand upwards for some of the most influential thinkers, designers, in addition to writers inward the emerging patch of games in addition to learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin, in addition to others”
9- How to Do Things amongst Videogames, past times Ian Bogost
“Bogost, a leading scholar of videogames in addition to an award-winning game designer, explores the many ways figurer games are used today: documenting of import historical in addition to cultural events; educating both children in addition to adults; promoting commercial products; in addition to serving equally platforms for art, pornography, exercise, relaxation, pranks, in addition to politics. Examining these applications inward a serial of short, inviting, in addition to provocative essays, he argues that together they brand the medium broader, richer, in addition to to a greater extent than relevant to a wider audience.”
10- Digital Games in addition to Learning: Research in addition to Theory, past times Nicola Whitton
“Digital Games in addition to Learning: Research in addition to Theory provides a clear in addition to concise critical theoretical overview of the patch of digital games in addition to learning from a cross-disciplinary perspective. Taking into line of piece of occupation concern human relationship research in addition to theory from areas equally varied equally figurer science, psychology, education, neuroscience, in addition to game design, this majority aims to synthesise move that is relevant to the written report of games in addition to learning. It focuses on 4 aspects of digital games: games equally active learning environments, games equally motivational tools, games equally playgrounds, in addition to games equally learning technologies, in addition to explores each of these areas inward detail.”
11- Gaming Lives inward the Twenty-First Century: Literate Connections, past times Gail E. Hawisher (Editor), Cynthia L. Selfe (Editor)
“Gaming Lives explores the complexly rendered human relationship betwixt figurer gaming environments in addition to literacy evolution past times focusing on in-depth instance studies of figurer gamers inward the the States at the get-go of the twenty-first century. This majority examines the claim that figurer games tin furnish amend literacy in addition to learning environments than U.S. of A. schools. Using the words in addition to observations of private gamers, this majority offers historical in addition to cultural analyses of their literacy development, practices, in addition to values.”
12- Everything Bad is Good for You: How Today's Popular Culture is Actually Making Us Smarter, past times Steven Johnson
“ In this provocative, unfailingly intelligent, thoroughly researched, in addition to surprisingly convincing big thought book, Steven Johnson draws from fields equally various equally neuroscience, economics, in addition to media theory to debate that the pop civilization nosotros soak inward every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing to a greater extent than sophisticated amongst each passing year, and, far from rotting our brains, is genuinely posing novel cognitive challenges that are genuinely making our minds measurably sharper.”
13- Gamify: How Gamification Motivates People to Do Extraordinary Things, past times Brian Burke
“Gamify shows gamification inward action: equally a powerful approach to engaging in addition to motivating people to achieving their goals, piece at the same fourth dimension achieving organizational objectives. It tin hold upwards used to motivate people to alter behaviors, prepare skills, in addition to campaign innovation. “
14- The Gamification of Learning in addition to Instruction: Game-based Methods in addition to Strategies for Training in addition to Education. By Karl M. Kapp
“"Kapp argues convincingly that gamification is non only nearly adding points, levels in addition to badges to an eLearning program, but nearly fundamentally rethinking learning design. He has seat together a vivid primer for learning professionals on how to gamify learning, packed amongst useful advice in addition to examples." —Anders Gronstedt, president, Gronstedt Group”.