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Video Games and Creativity

Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and;

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

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;

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

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;

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New Ways in Teaching with Games

games and explains how they can be used to practice language; Illustrates games that can reinforce language across the four skill areas and;

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Rhetoric/Composition/Play through Video Games

learningspecifically reading, writing, and critical thinkingin myriad ways. The collection explores games as rhetorical objects, as texts equally as;

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Learn to Code with Games

series of challenges that help you learn to code by creating a video game, each chapter expands and builds your knowledge while providing;

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Teaching Video Games

classroom approaches and clear reference to critical and theoretical writing. It links the study of video games to the key concepts, includes;

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Video Games

in exergaming; the efficiency of brain training versus recreational video games; the effect of social media in the video game industry; video games and;

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The Multiplayer Classroom

excite students by using principles learned in the development of popular video games. Suitable for use in the classroom or the boardroom, the;

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Classical Antiquity in Video Games

ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games;

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Bringing Online Video into the Classroom

. The book explores principles, techniques and practical ideas for teaching English with video and includes suggestions for using and creating;

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Translation and Localisation in Video Games

, Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and;

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Translation and Localisation in Video Games

, Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and;

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Teaching Economics

in teaching economics. Using anecdotes, classroom experiments and surveys, the contributing authors show that, with some different or new techniques;

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Games Girls Play

in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and;

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Games Girls Play

in which discourses of girls and video games occur, including girl-oriented video games, activist efforts to change the video game industry, and;

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Using Authentic Video In The Language Classroom

Using film and video in the classroom is motivating and fun but can be daunting for the teacher. This book guides and supports teachers;

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Gazing at Games

technologies. Previous work in the field of studying fixation behavior in games and using eye tracking for video game interaction will also be;

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Understanding Video Games

This expanded and revised second edition of Understanding Video Games provides a comprehensive introduction to the growing field of game;

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DIGITAL GAMES

In 2006, about 67 percent of Americans played video games using a computer or game console such as PlayStation, Xbox, or Wii. Video games;

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The Queer Games Avant-Garde

, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their;

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The Queer Games Avant-Garde

, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their;

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Children, Gender, Video Games

Placing gender at the centre of the debate about young children and multimedia, particularly video games, the book develops a relational;

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2D Graphics Programming for Games

360, and the PlayStation Suite. The author presents examples not only from video games but also from art and animated film. The book helps;

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ESL Games for the Classroom

a lesson, or teach a particular grammar or vocabulary point. Clearly organized by skill and level, ESL Games for the Classroom is the go-to;

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