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Mobile Media Learning: Innovation and Inspiration
Christopher Holden, Seann Dikkers, John Martin, Breanne Litts et al. 2015

This book is an inspirational message about what is possible and practical in the name of learning through mobile media. We present stories from a diverse set of educators, a microcosm of the landscape of mobile media learning. Each author has found a way to create something new and beautiful in their own world. And though their results are exceptional, their surroundings are not. Most are not experts in high-technology, nor highly equipped. They get as far as they do by using what is at hand, in part by making use of accessible, free and open source software. To provide both a deeper look into how these projects operate and a practical resource for those who want to join in, this book addresses most of these tools individually as well. Our detailed, down-to-earth accounts will not only be legible to newcomers but refreshingly forthright to those anxious to better understand educational experiments connecting learning and mobile media. Considering this work across many disciplines, age groups, and theaters, we also find a way toward an elusive truth, what mobile media learning might mean as a whole: what educators are after, the challenges they face, how they manage, what they and learners are getting from it all, and most importantly, what comes next. Beyond informing, we hope to encourage and provoke readers into creative action. We want your stories in our next book.

This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 2.5 License

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Game Research Methods: An Overview
Petri Lankoski & Staffan Björk, et al. 2015

Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games.

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Alternate Reality Games For Behavioral and Social Science Research
Ruthanna Gordon 2015

By weaving fictional narratives and problem solving into everyday life, alternate reality games (ARGs) may be able to fill gaps left by traditional studies in the behavioral and social sciences. Researchers are exploring new ways to address concerns such as ecological validity, inconsistent replication, and recruitment of large and diverse sample populations. ARG-based research design, using familiar tools and multimedia venues to engage players in meaningful interaction within complex near‐real‐world environments, offers methods that can make a difference. This book examines the potential strengths of ARG‐based social science research, the challenges that remain to be overcome, and potential starting points for testing these possibilities.

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Teachercraft: How Teachers Learn to Use Minecraft in their Classrooms
Seann Dikkers et al. 2015

Teacher Craft is about how teachers learn to use new digital media. Teacher learning is central to reform and change across subject areas and age levels, but how much do we really know about how teachers learn to try new lessons in classrooms? Minecraft is currently the game of choice for millions of youth and also for these seventeen teachers who claim it has transformed their classrooms. Its rapid adoption also provides a unique window of opportunity to look inside the recent memory of innovative teachers and unpack how they learned. Why did they pick Minecraft? More importantly, how did they pick Minecraft? Where did they hear about it? Who do they trust for ideas? How do they test new ideas? Can we begin to identify the trajectories of truly innovative teachers? It turns out, we can - and it may not be what you’d expect.

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Handbook of Research on K-12 Online and Blended Learning
Richard E. Ferdig, Kathryn Kennedy, et al. 2014

The Handbook of Research on K-12 Online and Blended Learning is an edited collection of chapters that sets out to present the current state of research in K-12 online and blended learning. The beginning chapters lay the groundwork of the historical, international, and political landscape as well as present the scope of research methodologies used. Subsequent sections share a synthesis of theoretical and empirical work describing where we have been, what we currently know, and where we hope to go with research in the areas of learning and learners, content domains, teaching, the role of the other, and technological innovations.

This volume attempts to synthesize existing research; in doing so, it will act as an important resource for those interested in this topic. However, there are always new studies, concepts, and domains within K-12 online and blended learning. Therefore, we ask readers to think of this work not as a completed product but rather a flowing conversation. Each section includes potential new areas for growth in understanding practice, policy, and research. We encourage authors to contact us at handbookresearch (at) gmail (dot) com to propose missing research studies for certain chapters or for proposals on new chapters for future volumes. We look forward to hearing from readers and continuing this important conversation regarding K-12 online and blended learning research.

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Learning, Education and Games. Volume One: Curricular and Design Considerations
Karen Schrier, et al. 2014

This book is perfect for any educator or designer seeking an introduction to research-driven best practices for using and designing games for learning. This book provides the latest research and techniques for designing games for a variety of curricular needs--including STEM, literacy learning, history education, music, and computational, ethical, and critical thinking. The book also delves into specific design issues, such as aligning goals, designing for an audience, playtesting, and assessment. Each chapter provides an overview of the relevant frameworks and research findings, as well as practical case studies and useful resources. 

This book is the first in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association). 

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Meet Me at the Fair: A World's Fair Reader
Laura Hollengreen, Celia Pearce, Rebecca Rouse, Bobby Schweizer, et al. 2014

Together with the Olympics, world’s fairs are one of the few regular international events of sufficient scale to showcase a spectrum of sights, wonders, learning opportunities, technological advances, and new (or renewed) urban districts, and to present them all to a mass audience. Meet Me at the Fair: A World’s Fair Reader breaks new ground in scholarship on world’s fairs by incorporating a number of short new texts that investigate world’s fairs in their multiple aspects: political, urban/architectural, anthropological/ sociological, technological, commercial, popular, and representational. Contributors come from eight different countries and represent affiliations in academia, museums and libraries, professional and architectural firms, non-profit organizations, and government regulatory agencies. In taking the measure of both the material artifacts and the larger cultural production of world’s fairs, the volume presents its own phantasmagoria of disciplinary perspectives, historical periods, geographical locales, media, and messages, mirroring the microcosmic form of the world’s fair itself.

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Dungeons & Dreamers
A Story of How Computer Games Created a Global Community (2nd Edition)
Brad King and John Borland 2014

In 1974, Gary Gygax and Dave Arneson published the tabletop game Dungeons & Dragons, a fantasy role-playing game. Through the next 40 years, computer game developers used these fantasy worlds as archetypes for the budding virtual game worlds These games would become as varied as books in a library, but the essence of each was built upon community. People gathered and played...together. Dungeons & Dreamers: A story of how computer games created a global community follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.

This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 2.5 License

Purchase from AMAZON and in any digital format from SMASHWORDS
(Use the coupon code DG23F and pay only $2.00).

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Nonverbal Communication in Virtual Worlds
Joshua Tanenbaum, Magy Seif El-Nasr, Michael Nixon et al. 2014

Over the last 20 years there has been an expansion of network mediated social activities, and an accompanying explosion of research interest into the poetics of networked communication. Of particular interest is the rise of what have come to be known as “virtual worlds”: persistent graphical environments populated (and often partially authored) by large communities of individual users. Interactors in these worlds are embodied as avatars: digital puppets or representations through which the user exerts his or her will on the environment. It is this virtual embodiment that makes today’s virtual worlds so interesting. With virtual embodiment comes a host of new and important communicative possibilities, and an assortment of new challenges and literacies including a wide range of nonverbal communication behaviors and non-linguistic social signaling options.

In this book, we begin the work of articulating the challenges and possibilities for non-verbal communication in virtual worlds. Drawing on a wide range of disciplines and perspectives, we consider the past, present, and future of human communication online.

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A Playful Path
Bernard De Koven 2014

A Playful Path, the new book by games guru and fun theorist Bernard De Koven, serves as a collection of ideas and tools to help us bring our playfulness back into the open. When we find ourselves forgetting the life of the game or the game of life, the joy of form or the content, the play of brain or mind, body or spirit, this book can help us return to that which our soul is heir.

"A playful path is the shortest road to happiness." ­‐ the Oaqui

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