Edition |
First edition. |
Description |
252 pages ; 25 cm |
Bibliography |
Includes bibliographical references (pages 224-242) and index. |
Contents |
Hard fun -- A kind of ultimate decadence : how I got curious about video games -- To the moon and back in five minutes : how disdain for centralized authority and an impulse to play brought us "supercomputers everywhere" -- "Don't kiss the engine, Daddy, or the carriages won't think it's real" : how games work by getting us a little high -- The game layer : how three inventive teachers use game principles to engage students -- Math without words : how Euclid would have taught math if he'd had an iPad -- Rube Goldberg brought us together : how a group of New York City teachers and game designers are redefining school -- "I'm not good at math, but my avatar is" : how a subversive suburban teacher is using World of Warcraft to teach humanities -- Project Unicorn : how a heartless media conglomerate could spark a new golden age of educational gaming -- A walk in the woods : how a first-person game based on Thoreau's "Walden" can make Transcendentalism-- and reading-- cool again -- Throw trucks with your mind : how video games can help heal ADHD, PTSD, and depression-- and help kids relax -- The opposite of fighting : how violent video games really affect kids -- The ludic loop : how to talk to your kids about their gaming habits -- Games everywhere. |
Summary |
From Greg Toppo, USA Today's national K-12 education and demographics reporter, The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. |
Subject |
Video games in education.
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Video games and children.
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Video games -- Study and teaching.
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Education -- Effect of technological innovations on.
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COMPUTERS / Educational Software.
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EDUCATION / Computers & Technology.
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ISBN |
9781137279576 (hardback) : $26.00 |
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1137279575 (hardback) |
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