Reality Is Broken

Author: Jane McGonigal
Publisher: Penguin
ISBN: 9781101475492
Size: 14.20 MB
Format: PDF
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A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. From the Trade Paperback edition.

The Newcomer Student

Author: Louise H. Kreuzer
Publisher: Rowman & Littlefield
ISBN: 1475825609
Size: 79.45 MB
Format: PDF, ePub
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More than 50 million individuals will be forcibly displaced from their homes this year. Many will be resettled into other countries or cultures, including the United States. With specific regard to education, a growing sector of ELA instruction now caters to the unique needs of refugee and immigrant students. These “Newcomer” learners, as they are resettled into Westernized regions, require a tailored brand of education. The Newcomer Student is a field guide from the trenches. It is the product of one educational specialist’s experiences, observations, and research in the Newcomer ELA field. It is a tale of personal participation, linking grassroots to modern progressive protocol, a story of cultural exploration, stemming from Louise’s refugee teaching experiences, and an ongoing search to discover interpersonal peace and humanistic continuity.

Aquinas On The Web

Author: Jana Marguerite Bennett
Publisher: Bloomsbury Publishing
ISBN: 0567622045
Size: 62.61 MB
Format: PDF, ePub
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The “problem” of the internet has plagued theologians for the past decade: some have claimed it as “gnostic” and evil because it denies the Christian doctrine of the incarnation and lacks serious engagement with others. Some have viewed the internet as presenting good possibilities for theological work because it provides a democratic arena for sharing ideas, unrestricted by traditional hierarchies and concerns. None of these considerations quite capture the problems or benefits that the internet provides. Jana Bennett reviews critically how Web 2.0 both develops from traditional theology and also how Web 2.0 may change the way traditional theology is done. Web 2.0 spaces do invite many more lay people to participate in theological conversations than in the past, but the conversations frequently become constricted because of the medium. At the same time, Web 2.0 also offers surprising spaces for renewing or revisiting questions that theologians have left aside. The book explores how theologians and other interested persons might carefully respond, neither totally rejecting nor wholly embracing Web 2.0 technology.

Handbook Of Research On Immersive Digital Games In Educational Environments

Author: Krassmann, Aliane Loureiro
Publisher: IGI Global
ISBN: 1522557911
Size: 40.86 MB
Format: PDF, Docs
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Education is increasingly being involved with technological resources in order to meet the needs of emerging generations, consequently changing the way people teach and learn. Game-based learning is a growing aspect of pedagogical practice, and it is important to disseminate research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging research exploring the theoretical and practical aspects of digital games and technological resources and applications within contemporary education. Featuring coverage on a broad range of topics such as digital integration, educational simulation, and learning theories, this book is ideally designed for teachers, pre-service teachers, students, educational researchers, and education software developers seeking current research on diverse immersive platforms and three-dimensional environments that support the creation of digital games and other applications to improve teaching and learning processes.

Getting Smart

Author: Tom Vander Ark
Publisher: John Wiley & Sons
ISBN: 1118115872
Size: 36.95 MB
Format: PDF, ePub, Mobi
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A comprehensive look at the promise and potential of onlinelearning In our digital age, students have dramatically new learningneeds and must be prepared for the idea economy of the future. InGetting Smart, well-known global education expert Tom VanderArk examines the facets of educational innovation in the UnitedStates and abroad. Vander Ark makes a convincing case for a blendof online and onsite learning, shares inspiring stories of schoolsand programs that effectively offer "personal digital learning"opportunities, and discusses what we need to do to remake ourschools into "smart schools." Examines the innovation-driven world, discusses how to combineonline and onsite learning, and reviews "smart tools" forlearning Investigates the lives of learning professionals, outlines thenew employment bargain, examines online universities and "smartschools" Makes the case for smart capital, advocates for policies thatcreate better learning, studies smart cultures

Alternate Reality Game Designer Jane Mcgonigal

Author: Anastasia Suen
Publisher: Lerner Publications
ISBN: 1467724580
Size: 68.24 MB
Format: PDF, ePub
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Do you like the challenge and adventure of video games? As Jane McGonigal was growing up, she had fun playing early video games. As an adult, she saw games as an outlet for problem solving and teambuilding. McGonigal started creating alternate reality games (ARGs), which may be based online but take place mainly in the real world. She enjoys challenging others to engage in modern issues and to work together, as in her game World Without Oil and in The Lost Ring, which she created for the 2008 Summer Olympics. McGonigal was named one of the world's top innovators by MIT's Technology Review, and her 2010 TED Talk, "Gaming Can Make a Better World," is one of the most-watched of all time. But how did she get there? Find out how she developed her passion for games to become the public face of game design.

Future Crimes

Author: Marc Goodman
Publisher: Random House
ISBN: 1473508460
Size: 11.79 MB
Format: PDF, ePub
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* THE NEW YORK TIMES BESTSELLER * * Future-proof yourself and your business by reading this book * Technological advances have benefited our world in immeasurable ways, but there is an ominous flipside. Criminals are often the earliest, and most innovative, adopters of technology and modern times have led to modern crimes. Today's criminals are stealing identities, draining online bank-accounts and wiping out computer servers. It's disturbingly easy to activate baby cam monitors to spy on families, pacemakers can be hacked to deliver a lethal jolt, and thieves are analyzing your social media in order to determine the best time for a home invasion. Meanwhile, 3D printers produce AK-47s, terrorists can download the recipe for the Ebola virus, and drug cartels are building drones. This is just the beginning of the tsunami of technological threats coming our way. In Future Crimes, Marc Goodman rips open his database of hundreds of real cases to give us front-row access to these impending perils. Reading like a sci-fi thriller, but based in startling fact, Goodman raises tough questions about the expanding role of technology in our lives. Future Crimes is a call to action for better security measures worldwide, but most importantly, will empower readers to protect themselves against these looming technological threats - before it's too late.

As If

Author: Michael Saler
Publisher: Oxford University Press
ISBN: 0199887802
Size: 45.73 MB
Format: PDF, Kindle
View: 1975
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Many people throughout the world "inhabit" imaginary worlds communally and persistently, parsing Harry Potter and exploring online universes. These activities might seem irresponsibly escapist, but history tells another story. Beginning in the late nineteenth century, when Sherlock Holmes became the world's first "virtual reality" character, readers began to colonize imaginary worlds, debating serious issues and viewing reality in provisional, "as if" terms rather than through essentialist, "just so" perspectives. From Lovecraft's Cthulhu Mythos and Tolkien's Middle-earth to the World of Warcraft and Second Life, As If provides a cultural history that reveals how we can remain enchanted but not deluded in an age where fantasy and reality increasingly intertwine.

For The Win

Author: Kevin Werbach
Publisher: Wharton Digital Press
ISBN: 1613630220
Size: 33.60 MB
Format: PDF, ePub
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Take your business to the next level—for the win Millions flock to their computers, consoles, mobile phones, tablets, and social networks each day to play World of Warcraft, Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche. In For the Win, authors Kevin Werbach and Dan Hunter argue persuasively that gamemakers need not be the only ones benefiting from game design. Werbach and Hunter are lawyers and World of Warcraft players who created the world's first course on gamification at the Wharton School. In their book, they reveal how game thinking—addressing problems like a game designer—can motivate employees and customers and create engaging experiences that can transform your business. For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more. In this illuminating guide, Werbach and Hunter reveal how game thinking can yield winning solutions to real-world business problems. Let the games begin!

Virtually Sacred

Author: Robert M. Geraci
Publisher: Oxford University Press
ISBN: 0199379971
Size: 23.82 MB
Format: PDF, ePub
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Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.