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Learning in Real and Virtual Worlds: Commercial Video Games as Educational Tools PDF

303 Pages·2013·2.784 MB·English
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Learning in Real and Virtual Worlds Palgrave Macmillan’s Digital Education and Learning Much has been written during the first decade of the new millennium about the potential of digital technologies to produce a transformation of education. Digital technologies are portrayed as tools that will enhance learner collaboration and moti- vation and develop new multimodal literacy skills. Accompanying this has been the move from understanding literacy on the cognitive level to an appreciation of the sociocultural forces shaping learner development. Responding to these claims, the D igital Education and Learning Series explores the pedagogical potential and realities of digital technologies in a wide range of disciplinary contexts across the educational spectrum both in and outside of class. Focusing on local and global perspectives, the series responds to the shifting landscape of education, the way digital technologies are being used in different educational and cultural contexts, and examines the differences that lie behind the generalizations of the digital age. Incorporating cutting edge volumes with theoretical perspectives and case studies (single authored and edited collections), the series provides an accessible and valuable resource for academic researchers, teacher trainers, administrators and students inter- ested in interdisciplinary studies of education and new and emerging technologies. Series Editors: Michael Thomas is a senior lecturer at the University of Central Lancashire and editor-in-chief of the I nternational Journal of Virtual and Personal Learning Environments (IJVPLE). James Paul Gee is a Mary Lou Fulton Presidential Professor at Arizona State University. His most recent book is Policy Brief: Getting Over the Slump: Innovation Strategies to Promote Children’s Learning (2008). John Palfre yis the head of school at Phillips Academy, Andover, and a senior research fellow at the Berkman Center for Internet & Society at Harvard. He is co-author of Born Digital: Understanding the First Generation of Digital Natives (2008). Digital Education Edited by Michael Thomas Digital Media and Learner Identity: The New Curatorship By John Potter Rhetoric/Composition/Play through Video Games: Reshaping Theory and Practice of Writing Edited by Richard Colby, Matthew S. S. Johnson, and Rebekah Shultz Colby Computer Games and Language Learning By Mark Peterson The Politics of Education and Technology: Conflicts, Controversies, and Connections Edited by Neil Selwyn and Keri Facer Learning in Real and Virtual Worlds: Commercial Video Games as Educational Tools By Pilar Lacasa Learning in Real and Virtual Worlds Commercial Video Games as Educational Tools Pilar Lacasa LEARNING IN REAL AND VIRTUAL WORLDS Copyright © Pilar Lacasa, 2013. Softcover reprint of the hardcover 1st edition 2013 978-1-137-31204-4 All rights reserved. First published in 2013 by PALGRAVE MACMILLAN® in the United States— a division of St. Martin’s Press LLC, 175 Fifth Avenue, New York, NY 10010. Where this book is distributed in the UK, Europe and the rest of the world, this is by Palgrave Macmillan, a division of Macmillan Publishers Limited, registered in England, company number 785998, of Houndmills, Basingstoke, Hampshire RG21 6XS. Palgrave Macmillan is the global academic imprint of the above companies and has companies and representatives throughout the world. Palgrave® and Macmillan® are registered trademarks in the United States, the United Kingdom, Europe and other countries. ISBN 978-1-349-45712-0 ISBN 978-1-137-31205-1 (eBook) DOI 10.1057/9781137312051 (C) Ediciones Morata S.L., 2011. Previously published by Ediciones Morata S. L. Los videojuegos: aprender en mundos reales y virtuales. Permission to reprint images of Spore, Boom Blox, The Sims 3, and SimCity Creator is courtesy of Electronic Arts. Library of Congress Cataloging-in-Publication Data is available from the Library of Congress. A catalogue record of the book is available from the British Library. Design by Newgen Knowledge Works (P) Ltd., Chennai, India. First edition: September 2013 10 9 8 7 6 5 4 3 2 1 For Irene, Daniela, Alicia, Pa ú l, R í o, Susana, Hugo, Otto, and Carol Who think passionately when playing with Mario Bros This page intentionally left blank Contents List of Illustrations i x Series Foreword xi Foreword: Play, Play, Play Henry Jenkins x v Acknowledgments xxvii Introduction xxix Chapter 1 Learning and Video Games 1 Chapter 2 Entertainment and Education Platforms 31 Chapter 3 Intelligent Objects 53 Chapter 4 Interpreting Their Messages 71 Chapter 5 Arguments in Virtual and Real Worlds 97 Chapter 6 Learning to Create 115 Chapter 7 Art and Video Games 135 Chapter 8 Story Telling 159 Chapter 9 Virtual Spaces and Avatars 189 Chapter 10 New Heroes and Heroines 219 Notes 239 Bibliography 245 Index 257 This page intentionally left blank Illustrations Figures 1.1 Play is a complex process 4 1.2 Elements in the definition of play 5 1.3 Digital games 5 2.1 The video game workshop 39 3.1 The intelligent space of P ortal 55 4.1 Children, consoles, and popular culture 74 4.2 Susana and R í o: Representations after palying M ario Bros 74 4.3 Super Mario Worlds . Alicia 9 years old 78 4.4 Alicia’s drawing 86 4.5 Alicia solves problems in a S uper Mario Bros universe 88 5.1 The creature evolves from an aquatic medium to an earth medium 100 6.1 Multimedia productions in the classrooms 126 6.2 Playing with the Wii was good 128 6.3 Learning with Boom Blox 130 7.1 Final Fantasy XII : Revenant wings 143 8.1 The Harry Potter workshop sessions in primary education 164 8.2 Workshop scenes: H arry Potter in primary education 165 8.3 Carol and Pablo write and draw from the film and the video game 167 9.1 The Sims universe 191 9.2 Video games workshop in secondary school 199 10.1 Approaching the world of Disney from the computer 220 10.2 The Hannah Montana universe 222 10.3 Daniela: Ideas about Disney princess 231 1 0.4 S usana: Ideas about Wreck-It Ralph 2 31

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