000 02819cam a2200385 i 4500
999 _c6745
_d6745
001 18469934
003 OSt
005 20200203150856.0
008 150129s2015 nyu b 001 0 eng
010 _a 2014040335
020 _a9781137279576 (hardback)
040 _aDLC
_beng
_cDLC
_erda
_dDLC
042 _apcc
050 0 0 _aLB1028.75
_b.T66 2015
082 0 0 _a794.8 TOP
_223
084 _aCOM023000
_aEDU039000
_2bisacsh
100 1 _aToppo, Greg.
245 1 4 _aThe game believes in you :
_bhow digital play can make our kids smarter /
_cGreg Toppo.
264 1 _aNew York :
_bPalgrave Macmillan Trade,
_c2015.
300 _a252 pages ;
_c24 cm
336 _atext
_2rdacontent
337 _aunmediated
_2rdamedia
338 _avolume
_2rdacarrier
504 _aIncludes bibliographical references and index.
520 _a"What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. 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. Among the game revolutionaries you'll meet in this book: *A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond. *A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities. *A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft. Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again--right away--and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate"--
_cProvided by publisher.
650 0 _aVideo games in education.
650 0 _aVideo games and children.
650 0 _aVideo games
_xStudy and teaching.
650 0 _aEducation
_xEffect of technological innovations on.
650 7 _aCOMPUTERS / Educational Software.
_2bisacsh
650 7 _aEDUCATION / Computers & Technology.
_2bisacsh
906 _a7
_bcbc
_corignew
_d1
_eecip
_f20
_gy-gencatlg
942 _2ddc
_cSTL