Serious Play. Literacy, learning and digital games

This document was uploaded by one of our users. The uploader already confirmed that they had the permission to publish it. If you are author/publisher or own the copyright of this documents, please report to us by using this DMCA report form.

Simply click on the Download Book button.

Yes, Book downloads on Ebookily are 100% Free.

Sometimes the book is free on Amazon As well, so go ahead and hit "Search on Amazon"

Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development. “This important study makes a major contribution to research and debate about the use of digital games in schools. Addressing a wide range of questions, from game-based literacies to coding narrative in Scratch and creativity with Minecraft, it nevertheless integrates a landscape which has long been fragmented and incoherent in educational debates. A welcome feature of the book is that its authoritative argument about games and learning rests on rich empirical research, respectful collaboration with teachers and students, and an enviable track record in this field of study.” – Andrew Burn, Professor of English, Media and Drama, University College London, UK.

Author(s): Catherine Beavis, Michael Dezuanni, Joanne O’Mara (eds.)
Publisher: Routledge
Year: 2017

Language: English
Pages: 251
City: New York and London
Tags: videogames, pedagogy, learning, teaching