Gain a deeper understanding of games and game design through 18 pioneering frameworks—with examples from board games, computer games, video games, and more. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like “play,” “design,” and “interactivity.” They look at games through a series of 18 “game design schemas,” or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Understanding games as systems, with complex interactions of game elements and rules. Gaming the System demonstrates the nature of games as systems, how game designers need to think in terms of complex interactions of game elements and rules, and how to identify systems concepts in the design process. The activities use Gamestar Mechanic, an online game design environment with a systems thinking focus.
Gaming the System" demonstrates the nature of games as systems, how game designers need to think in terms of complex interactions of game elements and rules, and how to identify systems concepts in the design process. The activities use Gamestar Mechanic, an online game design environment with a systems thinking focus.
Helping students create interactive and animated stories about positive change in their communities. Script Changers shows the ways that stories offer a lens for seeing the world as a series of systems. It provides opportunities for students to create interactive and animated stories about creating positive change in their communities. These projects utilize the Scratch visual programming environment.
The design for Quest to Learn, an innovative school in New York City that offers a “game-like” approach to learning. Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are built to help players understand how they are doing, what they need to work on, and where to go next. Content is not treated as dry information but as a living resource; students are encouraged to interact with the larger world in ways that feel relevant, exciting, and empowering. Quest to Learn opened in the fall of 2009 with 76 sixth graders. In their first semester, these students learned—among other things—to convert fractions into decimals in order to break a piece of code found in a library book; to use atlases and read maps to create a location guide for a reality television series; and to create video tutorials for a hapless group of fictional inventors. This research and development document outlines the learning framework for the school, making the original design available to others in the field. Elements in development include a detailed curriculum map, a budget, and samples of student and teacher handbooks.
Introducing students to the world of wearable technology. Soft Circuits introduces students to the world of wearable technology. Using Modkit, an accessible DIY electronics toolkit, students learn to create e-textile cuffs, “electrici-tee” shirts, and solar-powered backpacks. Students also learn the importance of one component to the whole—how, for example, changing the structure of LED connections immediately affects the number of LEDs that light up.
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
In this feminist cultural study of reenactments, Katie King traces the development of a new kind of transmedia storytelling during the 1990s, as a response to the increasing difficulty of reaching large audiences at a time where entertainment media and knowledge production were both being restructured.
Introducing students to the world of wearable technology. Soft Circuits introduces students to the world of wearable technology. Using Modkit, an accessible DIY electronics toolkit, students learn to create e-textile cuffs, “electrici-tee” shirts, and solar-powered backpacks. Students also learn the importance of one component to the whole—how, for example, changing the structure of LED connections immediately affects the number of LEDs that light up.
Bradt’s Skye & the Inner Hebrides is the new, thoroughly updated, second edition of the most detailed standalone travel guidebook to this group of Scottish islands. Author Katie Featherstone, who loved the Inner Hebrides so much she moved there, features 20 inhabited islands, from the Isle of Skye in the north to community-owned Gigha in the south, plus the gateway towns of Oban and Mallaig on the Scottish mainland. Ransacked by Vikings, caught between warring clan chiefs and exploited by mainland nobility, the ongoing survival of Inner Hebridean communities testifies to the strength of their character. Reclaiming an identity through their native Gaelic language, ceilidh dancing and traditional industries remains a struggle, but despite only around 20,000 people living across the region, each inhabited island has a distinctive history, character and culture. With a bridge to the mainland, Skye sees the most visitors; it boasts the most varied landscape and most obvious attractions, including its Highland Games. Other, smaller islands remain relatively remote and less affected by the outside world. Pious Iona, Islay with its whisky, and Canna – where the village shop still runs via honesty box – all have their own individual charm. Beyond cultural intrigue, the Inner Hebrides are renowned for their wild places, striking a perfect balance between feeling remote and being accessible on any budget. Scotland’s ‘right to roam’ provides infinite walking possibilities. Away from the villages, miles of intricate coastline, with sandy beaches and towering cliffs, enclose swathes of heathery moorland and hills. Hikers can enjoy Mull’s dramatic rock formations or Jura’s ‘Paps’, with only a herd of red deer or a soaring eagle for company. On Skye, you can go beachcombing in the morning, then watch the Highland Games in the afternoon. Wildlife-watchers can snorkel with basking sharks off Coll, listen for corncrakes on Tiree, admire wintering geese on Islay or spot dolphins off Mull. With extensive listings of accommodation and eating options, detailed transport advice, walking routes and packing lists, plus insights into history, myths and lifestyle, Bradt’s Skye & the Inner Hebrides is the ideal companion for an enjoyable visit.
Ensure students develop the argumentation and critical-thinking skills they need for academic and lifetime success. Discover 10 fun, engaging activities and games for teaching argumentation that align with the CCSS. Incorporate these tools into your instruction to help students develop their ability to present and support claims, distinguish fact and opinion, identify errors in reasoning, and debate constructively.
How, long before the advent of computers and the internet, educators used technology to help students become media-literate, future-ready, and world-minded citizens. Today, educators, technology leaders, and policy makers promote the importance of “global,” “wired,” and “multimodal” learning; efforts to teach young people to become engaged global citizens and skilled users of media often go hand in hand. But the use of technology to bring students into closer contact with the outside world did not begin with the first computer in a classroom. In this book, Katie Day Good traces the roots of the digital era's “connected learning” and “global classrooms” to the first half of the twentieth century, when educators adopted a range of media and materials—including lantern slides, bulletin boards, radios, and film projectors—as what she terms “technologies of global citizenship.” Good describes how progressive reformers in the early twentieth century made a case for deploying diverse media technologies in the classroom to promote cosmopolitanism and civic-minded learning. To “bring the world to the child,” these reformers praised not only new mechanical media—including stereoscopes, photography, and educational films—but also humbler forms of media, created by teachers and children, including scrapbooks, peace pageants, and pen pal correspondence. The goal was a “mediated cosmopolitanism,” teaching children to look outward onto a fast-changing world—and inward, at their own national greatness. Good argues that the public school system became a fraught site of global media reception, production, and exchange in American life, teaching children to engage with cultural differences while reinforcing hegemonic ideas about race, citizenship, and US-world relations.
A compilation of 200 simple, delicious recipes using all-natural ingredients; meal plans; time-saving tips; and advice that will take the guesswork out of dinner, from the creator of the popular Wellness Mama website. With six kids, a popular blog, and no free time, Katie Wells, knows firsthand how difficult it is to cook a healthy, homemade dinner every night. Faced with her own health challenges, and also concerned about the frightening statistics on the future health of her children’s generation, Katie began to evaluate the foods she was eating and feeding to her family. She became determined to find a way to create and serve meals that were wholesome, easy to prepare, budget-friendly, and family approved. The recipes and practical advice Katie offers in The Wellness Mama Cookbook will help you eliminate processed foods and move toward more healthy, home-cooked meals that are easily prepared—most in thirty minutes or less. The recipes focus on whole foods that are free of grains and refined sugars and without harmful fats, but are still delicious and full of flavor. With a variety of slow-cooker and one-pot meals, light lunches, dinners, and desserts, you’ll be eating better in every way in no time at all. Recipes include Sesame Chicken with Sugar Snap Peas, Sweet Potato Crusted Quiche Lorraine, Beef and Zucchini Stir Fry, and Chewy Chocolate Chip Cookies, as well as recipes for bone broths, fermented foods, and super food drinks and smoothies. Katie also shares pantry-stocking advice, two weeks of meal plans for at home and on-the-go, shopping lists, and more. This is the ultimate cookbook that readers need to incorporate healthy eating knowledge into their daily practices.
An in-depth examination of the novel ways young people support and learn from each other though participation in online fanfiction communities. Over the past twenty years, amateur fanfiction writers have published an astonishing amount of fiction in online repositories. More than 1.5 million enthusiastic fanfiction writers—primarily young people in their teens and twenties—have contributed nearly seven million stories and more than 176 million reviews to a single online site, Fanfiction.net. In this book, Cecilia Aragon and Katie Davis provide an in-depth examination of fanfiction writers and fanfiction repositories, finding that these sites are not shallow agglomerations and regurgitations of pop culture but rather online spaces for sophisticated and informal learning. Through their participation in online fanfiction communities, young people find ways to support and learn from one another. Aragon and Davis term this novel system of interactive advice and instruction distributed mentoring, and describe its seven attributes, each of which is supported by an aspect of networked technologies: aggregation, accretion, acceleration, abundance, availability, asynchronicity, and affect. Employing an innovative combination of qualitative and quantitative analyses, they provide an in-depth ethnography, reporting on a nine-month study of three fanfiction sites, and offer a quantitative analysis of lexical diversity in the 61.5 billion words on the Fanfiction.net site. Going beyond fandom, Aragon and Davis consider how distributed mentoring could improve not only other online learning platforms but also formal writing instruction in schools.
This lucid account of crofting life during the second World War has been a popular classic since its first publication in 1949. One of very few books available on Moidart in the north-west of Scotland, it evokes the enchanted, magical beauty of this much-loved area of the country. Margaret Leigh was already a successful author when her longing for freedom and independence led to her decision to become a crofter in the West Highlands. These memoirs describe her attempts to transform a deserted croft into a home, and her struggles to snatch land back from the wilderness. Although far from the Blitz, the effects of the war are felt throughout the Highlands, and the rationing of food and vital materials, the battles with bureaucrats who had no understanding of a crofter's needs, and even the appearance of a Nazi mine off the coast, all frustrate Margaret Leigh's efforts. But despite the hardships, the land and the people of the Highlands gave her a contentment and happiness she had never known before. This edition has a new Introduction by Katie Maclean, who knew Margaret Leigh during her time in Moidart.
How children engage with technology at each stage of development, from toddler to twentysomething, and how they can best be supported. What happens to the little ones, the tweens, and the teenagers, when technology—ubiquitous in the world they inhabit—becomes a critical part of their lives? This timely book Technology's Child brings much-needed clarity to what we know about technology’s role in child development. Better yet, it provides guidance on how to use what we know to help children of all ages make the most of their digital experiences. From toddlers who are exploring their immediate environment to twentysomethings who are exploring their place in society, technology inevitably and profoundly affects their development. Drawing on her expertise in developmental science and design research, Katie Davis describes what happens when child development and technology design interact, and how this interaction is complicated by children’s individual characteristics and social and cultural contexts. Critically, she explains how a self-directed experience of technology—one initiated, sustained, and ended voluntarily—supports healthy child development, especially when it takes place within the context of community support. Children’s experiences with technology—their “screen time” and digital social relationships—have become an inescapable aspect of growing up. This book, for the first time, identifies the qualitative distinctions between different ages and stages of this engagement, and offers invaluable guidance for parents and teachers navigating the digital landscape, and for technology designers charting the way.
Lively and engaging new view of London’s Jewish East End through translated stories of its Yiddish writers. In London Yiddishtown: East End Jewish Life in Yiddish Sketch and Story, 1930–1950, Vivi Lachs presents a selection of previously un-translated short stories and sketches by Katie Brown, A. M. Kaizer, and I. A. Lisky, for the general reader and academic alike. These intriguing and entertaining tales build a picture of a lively East-End community of the 30s and 40s struggling with political, religious, and community concerns. Lachs includes a new history of the Yiddish literary milieu and biographies of the writers, with information gleaned from articles, reviews, and obituaries published in London's Yiddish daily newspapers and periodicals. Lisky's impassioned stories concern the East End's clashing ideologies of communism, Zionism, fascism, and Jewish class difference. He shows anti-fascist activism, political debate in a kosher café, East-End extras on a film set, and a hunger march by the unemployed. Kaizer's witty and satirical tales explore philanthropy, upward mobility, synagogue politics, and competition between Zionist organizations. They expose the character and foibles of the community and make fun of foolish and hypocritical behavior. Brown's often hilarious sketches address episodes of daily life, which highlight family shenanigans and generational misunderstandings, and point out how the different attachments to Jewish identity of the immigrant generation and their children created unresolvable fractures. Each section begins with a biography of the writer, before launching into the translated stories with contextual notes. London Yiddishtown offers a significant addition to the literature about London, about the East End, about Jewish history, and about Yiddish. The East End has parallels with New York's Lower East Side, yet London's comparatively small enclave, and the particular experience of London in the 1930s and the bombing of the East End during the Blitz make this history unique. It is a captivating read that will entice literary and history buffs of all backgrounds. A Yiddish Book Center Translation.
The design for Quest to Learn, an innovative school in New York City that offers a “game-like” approach to learning. Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are built to help players understand how they are doing, what they need to work on, and where to go next. Content is not treated as dry information but as a living resource; students are encouraged to interact with the larger world in ways that feel relevant, exciting, and empowering. Quest to Learn opened in the fall of 2009 with 76 sixth graders. In their first semester, these students learned—among other things—to convert fractions into decimals in order to break a piece of code found in a library book; to use atlases and read maps to create a location guide for a reality television series; and to create video tutorials for a hapless group of fictional inventors. This research and development document outlines the learning framework for the school, making the original design available to others in the field. Elements in development include a detailed curriculum map, a budget, and samples of student and teacher handbooks.
How online affinity networks expand learning and opportunity for young people Boyband One Direction fanfiction writers, gamers who solve math problems together, Harry Potter fans who knit for a cause. Across subcultures and geographies, young fans have found each other and formed community online, learning from one another along the way. From these and other in-depth case studies of online affinity networks, Affinity Online considers how young people have found new opportunities for expanded learning in the digital age. These cases reveal the shared characteristics and unique cultures and practices of different online affinity networks, and how they support “connected learning”—learning that brings together youth interests, social activity, and accomplishment in civic, academic, and career relevant arenas. Although involvement in online communities is an established fixture of growing up in the networked age, participation in these spaces show how young people are actively taking up new media for their own engaged learning and social development. While providing a wealth of positive examples for how the online world provides new opportunities for learning, the book also examines the ways in which these communities still reproduce inequalities based on gender, race, and socioeconomic status. The book concludes with a set of concrete suggestions for how the positive learning opportunities offered by online communities could be made available to more young people, at school and at home. Affinity Online explores how online practices and networks bridge the divide between in-school and out-of-school learning, finding that online affinity networks are creating new spaces of opportunity for realizing the ideals of connected learning.
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