Rhetoric Composition Play through Video Games

Author: R. Colby
Publisher: Springer
ISBN: 1137307676
Format: PDF, ePub, Docs
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An edited collection whose contributors analyze the relationship between writing, learning, and video games/videogaming, these essays consist of academic essays from writing and rhetoric teacher-scholars, who theorize, and contextualize how computer/video games enrich writing practices within and beyond the classroom and the teaching of writing.

Digital Rhetoric and Global Literacies Communication Modes and Digital Practices in the Networked World

Author: Verhulsdonck, Gustav
Publisher: IGI Global
ISBN: 1466649178
Format: PDF, Mobi
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Understanding digital modes and practices of traditional rhetoric are essential in emphasizing information and interaction in human-to-human and human-computer contexts. These emerging technologies are essential in gauging information processes across global contexts. Digital Rhetoric and Global Literacies: Communication Modes and Digital Practices in the Networked World compiles relevant theoretical frameworks, current practical applications, and emerging practices of digital rhetoric. Highlighting the key principles and understandings of the underlying modes, practices, and literacies of communication, this book is a vital guide for professionals, scholars, researchers, and educators interested in finding clarity and enrichment in the diverse perspectives of digital rhetoric research.

Emerging Tools and Applications of Virtual Reality in Education

Author: Choi, Dong Hwa
Publisher: IGI Global
ISBN: 1466698381
Format: PDF, Mobi
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Virtual reality is the next frontier of communication. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. It only follows that to educate and stimulate the next generation of industry leaders, one must use the most innovative tools available. By coupling education with the most immersive technology available, teachers may inspire students in exciting new ways. Emerging Tools and Applications of Virtual Reality in Education explores the potential and practical uses of virtual reality in classrooms with a focus on pedagogical and instructional outcomes and strategies. This title features current experiments in the use of augmented reality in teaching and highlights the effects it had on students. The authors also illustrate the use of technology in teaching the humanities, as students well-rounded in the fields of technology and communication are covetable in the workforce. This book will inspire educators, administrators, librarians, students of education, and virtual reality software developers to push the limits of their craft.

Computer Games and Technical Communication

Author: Jennifer deWinter
Publisher: Routledge
ISBN: 1317162617
Format: PDF
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Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.

Bridging Literacies with Videogames

Author: Hannah R. Gerber
Publisher: Springer
ISBN: 9462096686
Format: PDF
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Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.

Without Compass

Author: Benjamin Miller
Publisher:
ISBN: 9781935536383
Format: PDF, ePub, Mobi
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In this debut collection of lyric poems, self-doubt becomes sacrificial offering

Reconnecting Reading and Writing

Author: Alice S. Horning
Publisher:
ISBN: 9781602354593
Format: PDF, Docs
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"Reconnecting Reading and Writing explores the ways in which reading can and should have a strong role in the teaching of writing in college, draw[ing] on broad perspectives from history and international work to help readers understand how and why reading should be re-united with writing in college and high school classrooms. It presents an overview of relevant research on reading and how it can best be used to support and enhance writing instruction. [The book] also examines research in such areas as basic writing, second language learning, and information literacy to integrate reading in writing classrooms, as well as the impact of the new Common Core State Standards in K-12 schools and the digital revolution on the teaching of reading and writing together. [It] offers practical advice on useful textbooks and appropriate classroom practices"--Publisher description.

The Theory and Practice of Online Learning

Author: Terry Anderson
Publisher: Athabasca University Press
ISBN: 1897425082
Format: PDF, ePub, Mobi
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Neither an academic tome nor a prescriptive 'how to' guide, The Theory and Practice of Online Learning is an illuminating collection of essays by practitioners and scholars active in the complex field of distance education. Distance education has evolved significantly in its 150 years of existence. For most of this time, it was an individual pursuit defined by infrequent postal communication. But recently, three more developmental generations have emerged, supported by television and radio, teleconferencing, and computer conferencing. The early 21st century has produced a fifth generation, based on autonomous agents and intelligent, database-assisted learning, that has been referred to as Web 2.0. The second edition of "The Theory and Practice of Online Learning" features updates in each chapter, plus four new chapters on current distance education issues such as connectivism and social software innovations.

The Future of Thinking

Author: Cathy N. Davidson
Publisher: MIT Press
ISBN: 0262266539
Format: PDF, Kindle
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Over the past two decades, the way we learn has changed dramatically. We have new sources of information and new ways to exchange and to interact with information. But our schools and the way we teach have remained largely the same for years, even centuries. What happens to traditional educational institutions when learning also takes place on a vast range of Internet sites, from Pokemon Web pages to Wikipedia? This report investigates how traditional learning institutions can become as innovative, flexible, robust, and collaborative as the best social networking sites. The authors propose an alternative definition of "institution" as a "mobilizing network"--emphasizing its flexibility, the permeability of its boundaries, its interactive productivity, and its potential as a catalyst for change--and explore the implications for higher education. The Future of Thinking reports on innovative, virtual institutions. It also uses the idea of a virtual institution both as part of its subject matter and as part of its process: the first draft of the book was hosted on a Web site for collaborative feedback and writing. The authors use this experiment in participatory writing as a test case for virtual institutions, learning institutions, and a new form of collaborative authorship. The finished version is still posted and open for comment. This book is the full-length report of the project, which was summarized in an earlier MacArthur volume, The Future of Learning Institutions in a Digital Age.

Beyond Fun

Author: Drew Davidson
Publisher: Lulu.com
ISBN: 055700750X
Format: PDF, Mobi
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This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. A facet of this project is the interactive and collaborative method in which it was created. Instead of separated individual articles, the authors and editors have orchestrated the articles together, reading and writing as a whole so that the concepts across the articles resonate with each other. It is our intention that this text will serve as the basis of many more discussions across conference panels, online forums and interactive media that in turn will engender more special collaborative issues and texts.