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Mobile Media Learning By et al., Christopher Holden
Paperback: $19.95
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This book is an inspirational message about what is possible and practical in the name of learning through mobile media. We present stories from a diverse set of educators, a microcosm of the... More > landscape of mobile media learning. Each author has found a way to create something new and beautiful in their own world. And though their results are exceptional, their surroundings are not. Most are not experts in high-technology, nor highly equipped. They get as far as they do by using what is at hand, in part by making use of accessible, free and open source software. To provide both a deeper look into how these projects operate and a practical resource for those who want to join in, this book addresses most of these tools individually as well. Our detailed, down-to-earth accounts will not only be legible to newcomers but refreshingly forthright to those anxious to better understand educational experiments connecting learning and mobile media.< Less
TeacherCraft: How Teachers Learn to Use MineCraft in Their Classrooms By Seann Dikkers, et al.
Paperback: $14.95
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Teacher Craft is about how teachers learn to use new digital media. Teacher learning is central to reform and change across subject areas and age levels, but how much do we really know about how... More > teachers learn to try new lessons in classrooms? Minecraft is currently the game of choice for millions of youth and also for these seventeen teachers who claim it has transformed their classrooms. Its rapid adoption also provides a unique window of opportunity to look inside the recent memory of innovative teachers and unpack how they learned. Why did they pick Minecraft? More importantly, how did they pick Minecraft? Where did they hear about it? Who do they trust for ideas? How do they test new ideas? Can we begin to identify the trajectories of truly innovative teachers? It turns out, we can - and it may not be what you’d expect.  < Less
Creative Chaos By Drew Davidson, et al.
Paperback: $10.95
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Creative Chaos describes the dynamic process of collaborative design and development within interdisciplinary teams as they work to create something together. Creativity is wonderfully complex and... More > chaotic, and at Carnegie Mellon University’s Entertainment Technology Center we often describe what we do as “creative chaos” in that it’s not necessarily a process within which you ever have complete control. To articulate what this means, this short book provides an overview of the ETC and our research on how diversity, inclusion and innovation are related, and also how we support these three associated ideas through our project-based curriculum. We then extrapolate from this to share some applicable best practices from the lessons we’ve been learning about the creative process and how best to support diverse teams and help them make the most of the creative chaos.< Less
Well Played: volume 5 number 2 2016 By Drew Davidson, et al.
Paperback: $6.95
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The Well Played Journal is a forum for in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. It is a reviewed journal open to... More > submissions that will be released on a regular basis.< Less
Creative Chaos By Drew Davidson, et al.
eBook (ePub): $1.99
Creative Chaos describes the dynamic process of collaborative design and development within interdisciplinary teams as they work to create something together. Creativity is wonderfully complex and... More > chaotic, and at Carnegie Mellon University’s Entertainment Technology Center we often describe what we do as “creative chaos” in that it’s not necessarily a process within which you ever have complete control. To articulate what this means, this short book provides an overview of the ETC and our research on how diversity, inclusion and innovation are related, and also how we support these three associated ideas through our project-based curriculum. We then extrapolate from this to share some applicable best practices from the lessons we’ve been learning about the creative process and how best to support diverse teams and help them make the most of the creative chaos.< Less
Well Played: volume 4 number 1 2015 By Drew Davidson et al.
Paperback: $6.95
Prints in 3-5 business days
The Well Played Journal is a forum for in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. It is a reviewed journal open to... More > submissions that will be released on a regular basis with high-quality essays.< Less
Game Research Methods: An Overview By Patri Lankoski, Staffan Björk, et al.
Paperback: $24.95
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Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be... More > applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games.< Less