Games as transformative experiences for critical thinking, cultural awareness, and deep learning : strategies & resources /: strategies & resources. (2022)
- Record Type:
- Book
- Title:
- Games as transformative experiences for critical thinking, cultural awareness, and deep learning : strategies & resources /: strategies & resources. (2022)
- Main Title:
- Games as transformative experiences for critical thinking, cultural awareness, and deep learning : strategies & resources
- Further Information:
- Note: David Seelow.
- Authors:
- Seelow, David
- Contents:
- Introduction: The Transformative Potential of Games for Learning Part I Games as Transformative Classroom Experiences Chapter One My Favorite Game: The Power of Personal Learning Chapter Two Ask the Sphinx: Powerup Student Motivation with Superpower Challenges Chapter Three Gen Con in the Classroom: Board Games for Learning Chapter Four Video Games in the English Classroom; Supercharging Critical Literacy Chapter Five Playing through Stories: Teaching Interactive Narrative Part II Games as Transformative Experiences in Community and Culture Chapter Six Using a Game to Counter Prejudice, Biases, and Discrimination Against the Trans community: If Found and Transformative Storytelling Chapter Seven "Smart Bets" Balancing Uncertainty with Clear Thinking: Annie Duke’s Poker Skills for Everyday Life Chapter Eight Chess for Self, School & Society Chapter Nine War from the Other Side: Playing Games to Save Democracy Chapter Ten The Child as Mother to Man: A Game for Saving Nature Chapter Eleven Turning Strangers into Neighbors: Improving the World through a Game of Gratitude Part 3 Casual Games as Transformative Online Experiences Chapter Twelve Three Small Games for Big Learning in Math and Physics Chapter Thirteen Playing Small Business Owners: Teaching Management, Self-Efficacy, and Authentic Skills through Casual Games Chapter Fourteen Teaching Teamwork with a Public Health Game Chapter Fifteen There is an Imposter ‘Among Us’: Teaching the Truth in the time of "The Big Lie"Introduction: The Transformative Potential of Games for Learning Part I Games as Transformative Classroom Experiences Chapter One My Favorite Game: The Power of Personal Learning Chapter Two Ask the Sphinx: Powerup Student Motivation with Superpower Challenges Chapter Three Gen Con in the Classroom: Board Games for Learning Chapter Four Video Games in the English Classroom; Supercharging Critical Literacy Chapter Five Playing through Stories: Teaching Interactive Narrative Part II Games as Transformative Experiences in Community and Culture Chapter Six Using a Game to Counter Prejudice, Biases, and Discrimination Against the Trans community: If Found and Transformative Storytelling Chapter Seven "Smart Bets" Balancing Uncertainty with Clear Thinking: Annie Duke’s Poker Skills for Everyday Life Chapter Eight Chess for Self, School & Society Chapter Nine War from the Other Side: Playing Games to Save Democracy Chapter Ten The Child as Mother to Man: A Game for Saving Nature Chapter Eleven Turning Strangers into Neighbors: Improving the World through a Game of Gratitude Part 3 Casual Games as Transformative Online Experiences Chapter Twelve Three Small Games for Big Learning in Math and Physics Chapter Thirteen Playing Small Business Owners: Teaching Management, Self-Efficacy, and Authentic Skills through Casual Games Chapter Fourteen Teaching Teamwork with a Public Health Game Chapter Fifteen There is an Imposter ‘Among Us’: Teaching the Truth in the time of "The Big Lie" Chapter Sixteen Teaching Tragedy in Real Time: The Syrian Refugee Crisis Chapter Seventeen Games for College Orientation: Social Emotional Learning Part IV Playing Across Boundaries: Interdisciplinary Instruction with Film, Games, and Literature Chapter Eighteen Teaching the Disclosure Scene: Empathy and Understanding for Trans people Chapter Nineteen Teaching Over the Top: The Great War through a Game, painting, Poem, and Superhero Film Chapter Twenty How ‘Memoirs’ about the Iranian Revolution Can Help Change Perceptions of the Muslim as ‘Other’ Chapter Twenty One Teaching about Pandemics during a Pandemic Conclusion A Short Hike to the Top of the Mountain: Teaching the Transcendent or Walking the Dog Works Cited Acknowledgements … (more)
- Edition:
- 1st
- Publisher Details:
- Boca Raton : CRC Press
- Publication Date:
- 2022
- Extent:
- 1 online resource, illustrations (black and white)
- Subjects:
- 371.337
Video games in education
Virtual reality in education
Simulation games in education - Languages:
- English
- ISBNs:
- 9781000818949
9781000818918 - Related ISBNs:
- 9781032062679
9781032062662 - Notes:
- Note: Includes bibliographical references and index.
Note: Description based on CIP data; resource not viewed. - Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.738157
- Ingest File:
- 15_016.xml