Learning in Real and Virtual Worlds [electronic resource] : Commercial Video Games as Educational Tools /
Lacasa, P.author.
Packed with critical analysis and real-life examples, this book explores how children's video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills.
Description based upon print version of record.
Includes bibliographical references and index.
Packed with critical analysis and real-life examples, this book explores how children's video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills.
Foreword: Play, play, play / Henry Jenkins -- Learning and video games -- Entertainment and education platforms -- Intelligent objects -- Interpreting their messages -- Arguments in virtual and real worlds -- Learning to create -- Art and video games -- Story telling -- Virtual spaces and avatars -- New heroes and heroines.
Educational technology.
Education—Data processing.
Assessment.
Teaching.
Curriculums (Courses of study).
Education—Curricula.
Communication.
Educational Technology.
Computers and Education.
Assessment, Testing and Evaluation.
Teaching and Teacher Education.
Curriculum Studies.
Media Studies.