Toys and Reasons: Stages in the Ritualization of Experience

Toys and Reasons: Stages in the Ritualization of Experience

Author: Erik H. Erikson

Publisher: W. W. Norton & Company

Published: 1977-02-01

Total Pages: 144

ISBN-13: 0393241017

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In a moment in our history beset with grave doubts, Erik H. Erickson inquires into the nature and structure of the shared visions which invigorate some eras and seemed so fatefully lacking in others. He illustrates the human propensity for play and vision, from the toy world of childhood to the dream life of adults, and from the artist's imagination to the scientist's reason. Finally, he enlarges on the origins and structure of one shared vision of universal significance, namely, the American Dream. Such a worldview, he concludes, consists of both vision and counter vision (political and religious, economic and technological, artistic and scientific) which vie with each other to give a coherent meaning to shared realities and to liberate individual and communal energy. Erickson postulates that a space-time orientation provided by a viable worldview is, complimentary to the inner work of the individual psyche and is attuned to its multiple functions. In a central chapter, the author links the phylogeny and the ontogeny of worldviews by describing stages in the ritualization of everyday life—that is, the interplay of customs (including the use of language) with from birth to death convey and confirm the "logic" of the visions predominant or contending in a society. He emphasizes the playful and yet compelling power of viable ritualization to connect individual growth with the maintenance of a vital institutions; but he also illustrates the fateful tendency of human interplay to turn into self-deception and collusion, of ritualization to become deadly ritualism—and of visions to end in nightmares of alienation and distraction. Erickson advocates the pooling of interdisciplinary insights in order to clarify the conscious and unconscious motivation which works for or against the more universal and more insightful worldview essential in a technological age.


Hanging Out, Messing Around, and Geeking Out

Hanging Out, Messing Around, and Geeking Out

Author: Mizuko Ito

Publisher: MIT Press

Published: 2009-10-30

Total Pages: 441

ISBN-13: 0262258269

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An examination of young people's everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after-school programs, and in online spaces. Integrating twenty-three case studies—which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups—in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.


Game-Based Learning

Game-Based Learning

Author: Patrick Felicia

Publisher: Cambridge Scholars Publishing

Published: 2014-06-26

Total Pages: 280

ISBN-13: 1443862436

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This book is an invitation to delve into the world of Game-Based Learning, to understand the many facets that make games a truly interesting and effective tool to teach and train in the 21st century. It includes nine chapters which were initially presented at the iGBL conference, a conference held throughout Ireland, where researchers, practitioners, students and other stakeholders meet and share their interest in games and education. These chapters touch on some very important topics, including games for health; formal education; poetry and games; science teaching through mobile games; relaxation with gaming devices; and accounting for disabilities with handheld devices. Together, these chapters illustrate the advancements in the field of Game-Based Learning, the challenges faced by developers and educators, as well as the opportunities that this medium can offer. Each chapter is written with practicality in mind in an effort to provide the reader with both a solid theoretical approach and background, coupled to some practical guidelines and suggestions that can be applied easily.


Social Competence in Children

Social Competence in Children

Author: Margaret Semrud-Clikeman

Publisher: Springer Science & Business Media

Published: 2007-12-26

Total Pages: 300

ISBN-13: 0387713662

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In this book, readers will discover a developmental view of social functioning in children at different stages. Chapters are based in transactional theory in that the environment plays a role in the development of social competence skills as well as the biological contributions the child brings to his/her experiences. The familial and school contributions to social understanding are discussed in this volume.


Learning from Video Games (and Everything Else)

Learning from Video Games (and Everything Else)

Author: Douglas A. Gentile

Publisher: Cambridge University Press

Published: 2021-12-23

Total Pages: 141

ISBN-13: 1108967671

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Video games can have many effects on players, some of which could be intentional effects (e.g., games designed to train health compliance behaviors), and most of which are unintentional (e.g., violent games, stereotypes, gaming disorder). Some of these areas of research have been seen as controversial, but many of the controversies can be at least partially resolved by considering the learning mechanisms underlying the effects. We describe the General Learning Model in greater detail than has been provided elsewhere, including short-term and long-term mechanisms, processes of learning and forgetting, and moderators of learning. Video games use many of the best practices to train for both mastery and for transfer of learning. The implications for re-interpreting the literature on violent video games and gaming disorder, as well as for applied social psychology broadly defined, are discussed.


What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

Author: James Paul Gee

Publisher: Macmillan

Published: 2014-12-02

Total Pages: 233

ISBN-13: 1466886420

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Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.


Plugged in

Plugged in

Author: Patti M. Valkenburg

Publisher: Yale University Press

Published: 2017-01-01

Total Pages: 341

ISBN-13: 0300218877

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Cover -- Half-title -- Title -- Copyright -- Dedication -- Contents -- Preface -- 1 Youth and Media -- 2 Then and Now -- 3 Themes and Theoretical Perspectives -- 4 Infants, Toddlers, and Preschoolers -- 5 Children -- 6 Adolescents -- 7 Media and Violence -- 8 Media and Emotions -- 9 Advertising and Commercialism -- 10 Media and Sex -- 11 Media and Education -- 12 Digital Games -- 13 Social Media -- 14 Media and Parenting -- 15 The End -- Notes -- Acknowledgments -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z