The pervasive use of games by students and their integration in formal education by a number of pioneer teachers creates a need for a different frame-of-mind to look at the learning experience offered by such innovative technology-enhanced learning experiences. Educational computer games are related to two disciplines, which are computer sciences (in particular, eLearning and related areas) and games development. A pattern-based design approach to overcome the problems and challenges of learning-games is proposed in this book. The aim is to awaken the learning-game community to approach learning-game design more structurally and to motivate them to communally create a theoretical and practical basis for learning-game design and game-based learning research. Furthermore, given the popularity of computer games and the educational and ethical problems they raise, we need a way of evaluating games. This book contributes to this task by articulating the epistemic, moral, and ethical aims of education and by applying these criteria to computer games.
Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications.
As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as 'modding', and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.
This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry - understood as a global phenomenon in entertainment - and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game's virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merinoincorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework,Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.
Paradigm's all-new Computers: Understanding Technology provides comprehensive, up-to-date coverage of computer concepts-including hardware, software, networks, and the Internet, as well as programming, security, and ethics. Available in this Comprehensive version, the fifth edition is competency-based and objective-driven. It gives you and your students:* Interactivity. A responsive design that guides students to become active learners.* Precheck and Recheck quizzes test student competency on each learning objective in the course and helps them track their progress.* Diverse learning resources like video tutorials and research articles meet the unique learning preferences of individual students. Flexible content delivery. Choose the method that works best for your class. SNAP with Integrated eBook:* Students and instructors can access all course resources through a web-based training and assessment system. Key assignments, quizzes, and test results are uploaded into an online gradebook.* SNAP automatically returns a customized Study Plan for each student, with concept-level feedback and links to the resources that will help the student master the corresponding learning objective. Multiplatform eBook:* Students can hyperlink to additional content, flash cards, interactive chapter summaries and glossary, and games.* eBook provides immediate feedback on Precheck and Recheck quizzes, as well as selected end-of-chapter exercises.
The family history begins strangely, the family name is strange, the family's success is fortuitous, and the family's ride through the centuries is the roller coaster kind.
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