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The Game Believes in you : : how Digital Play can Make our Kids Smarter

Toppo, Greg. Book - 2015 794.8 To 1 On Shelf No requests on this item Community Rating: 3.3 out of 5

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Call Number: 794.8 To
On Shelf At: Downtown Library

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Downtown 2nd Floor
4-week checkout
794.8 To 4-week checkout On Shelf

Hard fun -- A kind of ultimate decadence : how I got curious about video games -- To the moon and back in five minutes : how disdain for centralized authority and an impulse to play brought us "supercomputers everywhere" -- "Don't kiss the engine, Daddy, or the carriages won't think it's real" : how games work by getting us a little high -- The game layer : how three inventive teachers use game principles to engage students -- Math without words : how Euclid would have taught math if he'd had an iPad -- Rube Goldberg brought us together : how a group of New York City teachers and game designers are redefining school -- "I'm not good at math, but my avatar is" : how a subversive suburban teacher is using World of Warcraft to teach humanities -- Project Unicorn : how a heartless media conglomerate could spark a new golden age of educational gaming -- A walk in the woods : how a first-person game based on Thoreau's "Walden" can make Transcendentalism-- and reading-- cool again -- Throw trucks with your mind : how video games can help heal ADHD, PTSD, and depression-- and help kids relax -- The opposite of fighting : how violent video games really affect kids -- The ludic loop : how to talk to your kids about their gaming habits -- Games everywhere.
From Greg Toppo, USA Today's national K-12 education and demographics reporter, The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners.

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COMMUNITY REVIEWS

Changing views submitted by seadocks on July 23, 2015, 9:14am I requested this and my son read it before I did and then he proceeded to tell me about it for like three days straight. He basically used this book to justify increasing his allotment of daily screen time. While I normally limit the amount of time my kids are on screens this book made me rethink the way I was viewing the use of screens and video game entertainment. I was looking at things from my own history of gaming as entertainment and escape and not from the viewpoint of learning about organization, planning, math, and thinking critically. This book has actually been great because it has led to some very constructive conversations between my children and I about what is being learned from the games they play and how different they are now from 30 years ago. A good introduction to the changing ways video games are impacting our lives, whether we want them to or not.

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PUBLISHED
New York, NY : Palgrave Macmillan, 2015.
Year Published: 2015
Description: 252 pages ; 25 cm.
Language: English
Format: Book

ISBN/STANDARD NUMBER
9781137279576
1137279575

SUBJECTS
Video games in education.
Video games and children.
Video games -- Study and teaching.
Education -- Effect of technological innovations on.