Video Games And Creativity

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Editor: Academic Press
ISBN: 0128017058
File Size: 22,30 MB
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Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity? Is there a place for video games in the classroom? What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. Summarizes research relating to creativity and video games Incorporates creativity research on both game design and game play Discusses physical design, game mechanics, coding, and more Investigates how video games may encourage creative problem solving Highlights applications of video games for educational purposes

A Billion Little Pieces

Author: Jordan Frith
Editor:
ISBN: 0262039753
File Size: 79,22 MB
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"RFID (radio frequency identification) has been deployed in the billions to track objects through the global economy and is used to manage and monitor public transportation systems, store identifying information in biometric passports, communicate sensor information about infrastructure and food safety, power contactless "smart" cards, and provide essential identification functions for the growing Internet of Things. RFID tags can be as small as a grain of rice and sown into clothing or embedded in packaging--even inside animal and human bodies. They are found in credit cards, key fobs, car windshields, your T pass, consumer electronics, the walls of tunnels--and yet, most people are unaware of their presence. This book will be the first to look at RFID as an invisible suite of mobile technologies that makes up an integral piece of the development of networked infrastructure, mobile payment, and the global economy. Frith takes on the subject from multiple angles, including the history of the technology, industry, its role in the Internet of Things, big data, surveillance and privacy concerns, and mobile infrastructures"--

Triadic Game Design

Author: Casper Harteveld
Editor: Springer Science & Business Media
ISBN: 9781849961578
File Size: 56,94 MB
Format: PDF
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Many designers, policy makers, teachers, and other practitioners are beginning to understand the usefulness of using digital games beyond entertainment. Games have been developed for teaching, recruiting and to collect data to improve search engines. This book examines the fundamentals of designing any game with a serious purpose and provides a way of thinking on how to design one successfully. The reader will be introduced to a design philosophy called “Triadic Game Design.”; a theory that all games involve three worlds: the worlds of Reality, Meaning, and Play. Each world is affiliated with aspects. A balance needs to be found within and between the three worlds. Such a balance is difficult to achieve, during the design many tensions will arise, forcing designers to make trade-offs. To deal with these tensions and to ensure that the right decisions are made to create a harmonic game, a frame of reference is needed. This is what Triadic Game Design offers.

Handbook Of Research On New Literacies

Author: Julie Coiro
Editor: Routledge
ISBN: 1136650857
File Size: 72,43 MB
Format: PDF, Kindle
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Situated at the intersection of two of the most important areas in educational research today — literacy and technology — this handbook draws on the potential of each while carving out important new territory. It provides leadership for this newly emerging field, directing scholars to the major issues, theoretical perspectives, and interdisciplinary research pertaining to new literacies. Reviews of research are organized into six sections: Methodologies Knowledge and Inquiry Communication Popular Culture, Community, and Citizenship: Everyday Literacies Instructional Practices and Assessment Multiple Perspectives on New Literacies Research FEATURES Brings together a diverse international team of editors and chapter authors Provides an extensive collection of research reviews in a critical area of educational research Makes visible the multiple perspectives and theoretical frames that currently drive work in new literacies Establishes important space for the emerging field of new literacies research Includes a unique Commentary section: The final section of the Handbook reprints five central research studies. Each is reviewed by two prominent researchers from their individual, and different, theoretical position. This provides the field with a sense of how diverse lenses can be brought to bear on research as well as the benefits that accrue from doing so. It also provides models of critical review for new scholars and demonstrates how one might bring multiple perspectives to the study of an area as complex as new literacies research. The Handbook of Research on New Literacies is intended for the literacy research community, broadly conceived, including scholars and students from the traditional reading and writing research communities in education and educational psychology as well as those from information science, cognitive science, psychology, sociolinguistics, computer mediated communication, and other related areas that find literacy to be an important area of investigation.

Curriculum Models For The 21st Century

Author: Maree Gosper
Editor: Springer Science & Business Media
ISBN: 1461473667
File Size: 76,96 MB
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Changing student profiles and the increasing availability of mainstream and specialized learning technologies are stretching the traditional face-to-face models of teaching and learning in higher education. Institutions, too, are facing far-reaching systemic changes which are placing strains on existing resources and physical infrastructure and calling into question traditional ways of teaching through lectures and tutorials. And, with an ever-increasing scrutiny on teaching and teachers’ accountability for positive educational outcomes, the call for closer attention to learning, teaching and, most especially, to the design and delivery of the curriculum is given increasing relevance and importance. Research provides strong evidence of the potential for technologies to facilitate not only cognition and learning but also to become integral components in the redesign of current curriculum models. Some Universities and individual academics have moved along this pathway, developing new and innovative curriculum, blending pedagogies and technologies to suit their circumstances. Yet, there are others, unsure of the possibilities, the opportunities and constraints in these changing times. Curriculum Models for the 21st Century gives insights into how teaching and learning can be done differently. The focus is on a whole of curriculum approach, looking at theoretical models and examples of practice which capitalize on the potential of technologies to deliver variations and alternatives to the more traditional lecture-based model of University teaching.​

Camerawork

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Editor:
ISBN:
File Size: 14,77 MB
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The Complete Guide To Animation And Computer Graphics Schools

Author: Ernest Pintoff
Editor:
ISBN:
File Size: 37,77 MB
Format: PDF, ePub
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Two of the hottest areas of design need trained people, and this guidebook directs students to more than 400 accredited schools where they can prepare for these exciting careers.

The Video Games Guide

Author: Matt Fox
Editor: McFarland
ISBN: 078647257X
File Size: 19,81 MB
Format: PDF
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"The Video Games Guide is the world's most comprehensive reference book on computer and video games. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review of the game itself"--Provided by publisher.

The British National Bibliography

Author: Arthur James Wells
Editor:
ISBN:
File Size: 10,25 MB
Format: PDF, Kindle
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School Library Journal

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Editor:
ISBN:
File Size: 55,63 MB
Format: PDF
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Rules Of Play

Author: Katie Salen
Editor: MIT Press
ISBN: 9780262240451
File Size: 30,94 MB
Format: PDF, Mobi
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Meaningful play - Design - Systems - Interactivity - Defining games - The magic circle - Defining rules - Rules on three levels - The rules of digital games - Games as systems of uncertainty - Games as systems of information - Games as cybernetic systems - Games as systems of conflict - Games as the play of experience - Games as the play of meaning - Games as the play of simulation - Games as cultural rhetoric - Games as cultural resistance - Games as cultural environment.

The Irish Media Directory And Guide 2006

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ISBN:
File Size: 26,60 MB
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A guide to the media sector in Ireland, this book combines over-views of every branch of the media - broadcasting; national, provincial and community newspapers; books; film; advertising and media, along with a directory of all media sectors and a listing of every media company and media related service in Ireland.

Understanding Video Games

Author: Simon Egenfeldt-Nielsen
Editor: Routledge
ISBN: 1317533135
File Size: 25,89 MB
Format: PDF
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Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming; Explore the aesthetics of game design, including rules, graphics, audio, and time; Analyze the narrative strategies and genre approaches used in video games; Consider the debate surrounding the effects of violent video games and the impact of "serious games." Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.

Game Development Essentials Mobile Game Development

Author: Kimberly Unger
Editor: Cengage Learning
ISBN: 1418052655
File Size: 41,68 MB
Format: PDF, Kindle
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Explore a comprehensive examination of the art and technology of one of the fastest-growing segments of the game industry with GAME DEVELOPMENT ESSENTIALS: MOBILE GAME DEVELOPMENT. This ground breaking text walks students through the overall process of designing videogames and applications for mobile and handheld hardware. Through coverage of team building, production, QA and a look at the black box of the publication process both for independent and publisher backed studios; students learn the entire development process from initial concept to game design. Utilizing real-life examples, interviews and advice from developers already well established in the mobile industry, MOBILE GAME DEVELOPMENT serves as the ’how to’ guide for students looking to break into the mobile game development industry. Important Notice: Media content referenced within the product description or the product text may not be available in the ebook version.

Job Hunter S Sourcebook

Author: Bohdan Romaniuk
Editor: Gale Cengage
ISBN: 9781414407845
File Size: 73,16 MB
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Here is the essential, updated resource job seekers need to develop a complete strategy for their job searches. Alphabetically arranged by career, the Sourcebook lists sources of help wanted ads, employer directories, employment agencies, placement services, electronic resources, and other information sources for 216 specific careers. New profiles on careers such as event planner, forensic scientist and tissue engineer have been added as well. Also included are helpful e-mail and Web site addresses, along with new information on networking to further assist users in their searches.

Designing Games For Children

Author: Carla Fisher
Editor: CRC Press
ISBN: 1317915135
File Size: 72,50 MB
Format: PDF, Kindle
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When making games for kids, it’s tempting to simply wing-it on the design. We were all children once, right? The reality is that adults are far removed from the cognitive changes and the motor skill challenges that are the hallmark of the developing child. Designing Games for Children, helps you understand these developmental needs of children and how to effectively apply them to games. Whether you’re a seasoned game designer, a children's media professional, or an instructor teaching the next generation of game designers, Designing Games for Children is the first book dedicated to service the specific needs of children's game designers. This is a hands-on manual of child psychology as it relates to game design and the common challenges designers face. Designing Games for Children is the definitive, comprehensive guide to making great games for kids, featuring: Guidelines and recommendations divided by the most common target audiences – babies and toddlers (0-2), preschoolers (3-5), early elementary students (6-8), and tweens (9-12). Approachable and actionable breakdown of child developmental psychology, including cognitive, physical, social, and emotional development, as it applies to game design Game design insights and guidelines for all aspects of game production, from ideation to marketing

Personal Computer

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Editor:
ISBN:
File Size: 44,52 MB
Format: PDF, ePub, Mobi
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Handbook Of Research On Effective Electronic Gaming In Education

Author: Ferdig, Richard E.
Editor: IGI Global
ISBN: 1599048116
File Size: 61,68 MB
Format: PDF, ePub
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"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Gus And Duncan S Comprehensive Guide To Star Wars Collectibles

Author: Duncan Jenkins
Editor:
ISBN:
File Size: 44,89 MB
Format: PDF, Kindle
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Game Development Essentials

Author: John Hight
Editor: Delmar Pub
ISBN: 9781418015411
File Size: 45,21 MB
Format: PDF, ePub, Mobi
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Game Development Essentials is the only four-color text in the market that offers a comprehensive introduction on game project management in an informal and accessible style, while concentrating on both theory and practice. Game Development Essentials is the only four-color text in the market that offers a comprehensive introduction on game project management in an informal and accessible style, while concentrating on both theory and practice.