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richard e ferdig

Showing 1 - 12 of 12 results for “richard e ferdig
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  • Teaching the Game

    A collection of syllabi for game design, development, and implementation, Vol. 2

    The goal of this book was to collect interdisciplinary syllabi of courses that implement, utilize, and/or teach the development or analyses of games. Chapters include a catalog description, course purposes and objectives, context, pedagogy, assignments, assessment, an expanded course outline, and a set of best practices for instruction. Readers will be able to develop or adapt their own syllabi ... Read more

    $2.99 USD

  • Teaching the Game

    A collection of syllabi for game design, development, and implementation, Vol. 1

    The goal of this book was to collect interdisciplinary syllabi of courses that implement, utilize, and/or teach the development or analyses of games. Chapters include a catalog description, course purposes and objectives, context, pedagogy, assignments, assessment, an expanded course outline, and a set of best practices for instruction. Readers will be able to develop or adapt their own syllabi ... Read more

    $2.99 USD

  • Using Technology to Enhance Writing

    Innovative Approaches to Literacy Instruction

    Sharpen your students’ communication skills while integrating digital tools into writing instruction. Loaded with techniques for helping students brainstorm, plan, and organize their writing, this handbook troubleshoots issues students face when writing in a printed versus digital context and teaches them how to read in multiple mediums. You’ll find tips for sharing writing, getting interactive ... Read more

    $34.59 USD

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  • Connected Code

    Why Children Need to Learn Programming

    Series series The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning
    Why every child needs to learn to code: the shift from “computational thinking” to computational participation.Coding, once considered an arcane craft practiced by solitary techies, is now recognized by educators and theorists as a crucial skill, even a new literacy, for all children. Programming is often promoted in K-12 schools as a way to encourage “computational thinking”—which has now become ... Read more

    $15.99 USD

  • Connected Gaming

    What Making Video Games Can Teach Us about Learning and Literacy

    Series series The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning
    How making and sharing video games offer educational benefits for coding, collaboration, and creativity.Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which ... Read more

    $25.99 USD

  • Connected Minds, Emerging Cultures

    Cybercultures in Online Learning

    Edited by Steve Wheeler ...
    Series series Perspectives in Instructional Technology and Distance Education
    As the title indicates, this book highlights the shifting and emergent features that represent life online, specifically in and around the territory of e-learning.Cybercultures in themselves are complex conglomerations of ideas, philosophies, concepts, and theories, some of which are fiercely contradictory. As a construct, 'cyberculture' is a result of sustained attempts by diverse groups of ... Read more

    $50.09 USD

  • Gamify Your Classroom

    A Field Guide to Game-Based Learning – Revised edition

    Series Book 77 - New Literacies and Digital Epistemologies
    This completely revised and expanded field guide is packed with new innovative ideas on how to implement game-based learning and gamification techniques in everyday teaching. With nearly two dozen more experts than the first edition, this book contains interviews with more than 70 authorities in the field, including academics such as James Paul Gee, Kurt Squire, Mizuko (Mimi) Ito, Lee Sheldon, ... Read more

    $53.09 USD

  • Game Usability

    Advice from the Experts for Advancing UX Strategy and Practice in Videogames

    This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively.The book begins with an ... Read more

    $69.99 USD

  • Mastering Digital Literacy

    Edited by Heidi Hayes Jacobs ...
    Series series Contemporary Perspectives on Literacy
    Teach your students to thrive both academically and in their personal lives in the 21st century. Understand the purpose and importance of digital literacy, and learn the value of digital, media, and global awareness. The authors provide practical, easy-to-implement strategies for incorporating digital literacy into the school curricula. ... Read more

    $20.89 USD

  • Making Games

    The Politics and Poetics of Game Creation Tools

    Series series Playful Thinking
    An argument that production tools shape the aesthetics and political economy of games as an expressive medium.In Making Games, Stefan Werning considers the role of tools (primarily but not exclusively software), their design affordances, and the role they play as sociotechnical actors. Drawing on a wide variety of case studies, Werning argues that production tools shape the aesthetics and ... Read more

    $14.99 USD

  • Augmenting Alice

    The Future of Identity, Experience and Reality

    by Galit Ariel ...
    Augmented Reality is fast becoming one of the most important emerging technologies, with unprecedented investment growth and interest from big tech platforms and accelerator industries. The book introduces Augmented Reality's core concepts and potential to newbies and experts alike. It provides a 'wide lens' perspective of the potential, challenges and impact that the widespread implementation of ... Read more

    $23.99 USD or Free with Kobo Plus

  • DTMBR

    Design. Think. Make. Break. Repeat

    This design methodology book provides over 80 different methods of design and is the perfect resource for design educators, students, and practitioners.Think of this resource as a sort of ‘refer to’ handbook when you’re stuck or need some inspiration for your latest design project or lesson. It considers the world outside of design where products are applied, to fully consider every possible ... Read more

    $28.49 USD