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In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.
This volume promotes a thought-provoking discussion on contemporary issues surrounding the teaching of language and literacy based on first hand experiences and research. Drawing on the authors’ experiences as teacher educators, language and literacy teachers, and researchers on literacy issues it brings together the multiple traditions. What makes the proposed volume unique is the common theme that runs through all the chapters: the examination of the term literacy, the complexity of this term and the importance of having a wide understanding of what it is before tackling educational issues of pedagogy, assessment and student engagement. What is more, as the editors argue, it is necessary to join up the dots and explore the commonalities that form the core of the literacy spectrum.
Who are today's must-know children's authors and illustrators? McElmeel's ready reference introduces you to some of the hottest new names in children's literature, and reacquaints you with established authors and illustrators who are just now becoming recognized for their contributions to the field. You'll find engaging biographical sketches, photos, selected bibliographies, and lists of resources for 45 authors and illustrators, including Laurie Halse Anderson, Haemi Balgassi, Toni Buzzeo, David Diaz, Kate DiCamillo, Linda Sue Park, Chris Soentpiet, Anastasia Suen, Simms Taback, and many more. This all-new new volume is a current and affordable update to the Popular Authors Series. Students will enjoy using it as a resource for reports and research papers, and librarians will find it a handy reference and collection development tool. A great addition to the elementary school library and to the children's room at the public library. Grades K-6
How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as ...
Run off to Grand Rapids on a humorous adventure filled with interesting characters, all leading to a place to call home. Pose questions that will initiate great conversation and discussion in any classroom. Discuss the concept of perseverance, and determine why it is an important quality to have. Match characters to their statements. Determine the purpose of the author's intentional use of spelling mistakes in the novel. Match vocabulary words to their definitions before using them in a sentence. Students create their own family tree to compare with Bud's. Aligned to your State Standards, additional crossword, word search, comprehension quiz and answer key are also included. About the Novel:...
This important work, edited by an expert on terrorism, focuses on the 21st-century struggle for strategic influence and ways in which states can neutralize the role of new media in spreading terrorist propaganda. In an era where anyone can have access to the Internet or other media forms that make widespread communication easy, terrorists and insurgents can spread their messages with complete freedom, creating challenges for national security. Influence Warfare: How Terrorists and Governments Fight to Shape Perceptions in a War of Ideas focuses on the core of the ongoing struggle for strategic influence and, particularly, how states can counter the role media and the Internet play in radical...
Get young readers hooked on some of the best titles in juvenile literature, ranging from humor to mystery to fantasy, with unusual and effective methods like games. Getting students to want to read is one of the greatest challenges facing middle school teachers and librarians. Determining which are the "right books" that can spark a child's mental awakening is also difficult. This book from prolific author Nancy Polette furnishes interesting and fun games to pique students' interest in junior novels that are worth reading—carefully selected titles that will contribute to their educational and emotional growth. Gateway to Reading: 250+ Author Games and Booktalks to Motivate Middle Readers is a powerful tool for luring middle-school students away from the distractions of 21st-century media and introducing them to junior or 'tween novels that they won't be able to put down. By presenting children with a challenge to engage their minds—racing to decode book titles, or using their creativity to come up with titles of their own, for example—students are naturally drawn towards reading these books from well-known children's authors.