More From et al., John Sharp

TeacherCraft: How Teachers Learn to Use MineCraft in Their Classrooms By et al., Seann Dikkers
Paperback: $14.95
Ships in 3-5 business days
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
Learning, Education and Games: Volume One: Curricular and Design Considerations By et al., Karen Schrier
Paperback: $20.95
Ships in 3-5 business days
This book is perfect for any educator or designer seeking an introduction to research-driven best practices for using and designing games for learning. This book provides the latest... More > research and techniques for designing games for a variety of curricular needs--including STEM, literacy learning, history education, music, and computational, ethical, and critical thinking. The book also delves into specific design issues, such as aligning goals, designing for an audience, playtesting, and assessment. Each chapter provides an overview of the relevant frameworks and research findings, as well as practical case studies and useful resources. This book is the first in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association). < Less
Well Played 1.0: Video Games, Value and Meaning By Drew Davidson, et al.
Paperback: $28.95
Ships in 3-5 business days
Video games can be “well played” in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done. This book is full of... More > in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of “well played.” The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis.< Less