Reality Is Broken

Author: Jane McGonigal
Publisher: Penguin
ISBN: 9781101475492
Size: 68.24 MB
Format: PDF, Mobi
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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: 45.36 MB
Format: PDF
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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.

Handbook Of Research On Immersive Digital Games In Educational Environments

Author: Krassmann, Aliane Loureiro
Publisher: IGI Global
ISBN: 1522557911
Size: 63.75 MB
Format: PDF, ePub, 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.

Superbetter

Author: Jane McGonigal
Publisher: Penguin
ISBN: 0698185501
Size: 31.68 MB
Format: PDF, ePub, Mobi
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An innovative guide to living gamefully, based on the program that has already helped nearly half a million people achieve remarkable personal growth In 2009, internationally renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a resilience-building game. What started as a simple motivational exercise quickly became a set of rules for “post-traumatic growth” that she shared on her blog. These rules led to a digital game and a major research study with the National Institutes of Health. Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier. But the life-changing ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade’s worth of scientific research into the ways all games—including videogames, sports, and puzzles—change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a more “gameful” mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games—such as optimism, creativity, courage, and determination—to real-world goals. Drawing on hundreds of studies, McGonigal shows that getting superbetter is as simple as tapping into the three core psychological strengths that games help you build: • Your ability to control your attention, and therefore your thoughts and feelings • Your power to turn anyone into a potential ally, and to strengthen your existing relationships • Your natural capacity to motivate yourself and super-charge your heroic qualities, like willpower, compassion, and determination SuperBetter contains nearly 100 playful challenges anyone can undertake in order to build these gameful strengths. It includes stories and data from people who have used the SuperBetter method to get stronger in the face of illness, injury, and other major setbacks, as well as to achieve goals like losing weight, running a marathon, and finding a new job. As inspiring as it is down to earth, and grounded in rigorous research, SuperBetter is a proven game plan for a better life. You’ll never say that something is “just a game” again. From the Hardcover edition.

Getting Smart

Author: Tom Vander Ark
Publisher: John Wiley & Sons
ISBN: 1118115872
Size: 14.79 MB
Format: PDF, Docs
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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: 66.99 MB
Format: PDF
View: 2011
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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: 11.71 MB
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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: 15.68 MB
Format: PDF
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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.

Teaching To Empower

Author: Debbie Zacarian
Publisher: ASCD
ISBN: 1416628568
Size: 22.76 MB
Format: PDF, ePub
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"Thoughtful advice and practical guidance for educators interested helping all students develop the skills they need to engage in deeper, more autonomous learning and take positive action within the classroom, their community, and society at large"--

Culturematic

Author: Grant McCracken
Publisher: Harvard Business Press
ISBN: 1422184013
Size: 20.70 MB
Format: PDF
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Welcome to Culturematic: How Reality TV, John Cheever, a Pie Lab, Julia Child, Fantasy Football, Burning Man, the Ford Fiesta Movement, Rube Goldberg, NFL Films, Wordle, Two and a Half Men, a 10,000-Year Symphony, and ROFLCom Memes Will Help You Create and Execute Breakthrough Ideas A Culturematic is a little machine for making culture. It’s an ingenuity engine. Once wound up and released, the Culturematic acts as a probe into the often-alien world of contemporary culture, to test the atmosphere, to see what life it can sustain, to see who responds and how. Culturematics start small but can scale up ferociously, bootstrapping themselves as they go. Because they are so inexpensive, we can afford to fire off a multitude of Culturematics simultaneously. This is evolutionary strategy, iterative innovation, and rapid prototyping all at once. Culturematics are fast, cheap, and out of control. Perhaps as important, they fail early and often. They are the perfect antidote to a world where we cannot guess what’s coming next. In Culturematic, anthropologist Grant McCracken describes these little machines and helps the reader master them. Examples are drawn from NFL Films, Twitter, the Apple Genius Bar, Starbucks, Ford, SNL Digital Shorts, Restoration Hardware, UNICEF, J. Crew, Pie Lab, USA Network, and the GEICO gecko. For the traditional producers of culture—the creators of movies, design, advertising, publishing, magazines, newspapers, and corporate R&D—this book will inspire new innovation and creativity. For the emerging producers of culture—the digital players—this book will serve as a practical handbook. Culturematic: our app for creating the world anew.