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.


International Business and Sustainable Development Goals

International Business and Sustainable Development Goals

Author: Rob van Tulder

Publisher: Emerald Group Publishing

Published: 2023-07-31

Total Pages: 297

ISBN-13: 183753506X

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The Sustainable Development Goals (SDGs) represent the leading governance frame with which the international community tries to address complex interconnected global issues. The SDGs can be considered the only relevant agenda for progress in the years to come.


The Routledge Companion to Video Game Studies

The Routledge Companion to Video Game Studies

Author: Mark J.P. Wolf

Publisher: Taylor & Francis

Published: 2023-06-19

Total Pages: 832

ISBN-13: 1000886026

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A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.


Popular Science

Popular Science

Author:

Publisher:

Published: 2002-12

Total Pages: 148

ISBN-13:

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Popular Science gives our readers the information and tools to improve their technology and their world. The core belief that Popular Science and our readers share: The future is going to be better, and science and technology are the driving forces that will help make it better.


Occupational Therapy Practice Framework: Domain and Process

Occupational Therapy Practice Framework: Domain and Process

Author: Aota

Publisher: AOTA Press

Published: 2014

Total Pages: 51

ISBN-13: 9781569003619

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As occupational therapy celebrates its centennial in 2017, attention returns to the profession's founding belief in the value of therapeutic occupations as a way to remediate illness and maintain health. The founders emphasized the importance of establishing a therapeutic relationship with each client and designing an intervention plan based on the knowledge about a client's context and environment, values, goals, and needs. Using today's lexicon, the profession's founders proposed a vision for the profession that was occupation based, client centered, and evidence based--the vision articulated in the third edition of the Occupational Therapy Practice Framework: Domain and Process. The Framework is a must-have official document from the American Occupational Therapy Association. Intended for occupational therapy practitioners and students, other health care professionals, educators, researchers, payers, and consumers, the Framework summarizes the interrelated constructs that describe occupational therapy practice. In addition to the creation of a new preface to set the tone for the work, this new edition includes the following highlights: a redefinition of the overarching statement describing occupational therapy's domain; a new definition of clients that includes persons, groups, and populations; further delineation of the profession's relationship to organizations; inclusion of activity demands as part of the process; and even more up-to-date analysis and guidance for today's occupational therapy practitioners. Achieving health, well-being, and participation in life through engagement in occupation is the overarching statement that describes the domain and process of occupational therapy in the fullest sense. The Framework can provide the structure and guidance that practitioners can use to meet this important goal.


Find the Right Plan with Anatoly Karpov

Find the Right Plan with Anatoly Karpov

Author: Anatoly Karpov

Publisher: Batsford Books

Published: 2013-01-14

Total Pages: 337

ISBN-13: 1849941009

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• One of the world's greatest chess players reveals the secrets of how he plans his play • Packed with invaluable information on how to mobilise your forces, avoid threats and win the game • Illustrated with a wealth of annotated examples from the author's own games The legendary Anatoly Karpov has won over 250 Grandmaster tournaments, many more than any other player in chess history, and his games are characterised by his gradually and patiently pushing an opponent back to the wall, before finally finishing him off with a deadly blow. In this unique book, aimed at ordinary club players, Karpov gives a wealth of tips on how to incorporate this dramatic style of play into your own repertoire, through careful planning and evaluation of positions: looking at the fire-power of your forces, being aware of threats to your own king and how to safeguard it, and careful control of open lines. As he says himself: 'Finding the right plan is the key to success'. Warmily and accessibly written, but with Karpov's usual air of authority, this book makes you feel like you are spending an evening with the man himself, and will help you to absorb a little bit of the Karpov magic.