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Author Toppo, Greg, author.

Title The game believes in you : how digital play can make our kids smarter / Greg Toppo.

Publication Info. New York, NY : Palgrave Macmillan, 2015.


Location Call No. OPAC Message Status
 Axe 2nd Floor Stacks  794.8 T629g 2015    ---  Available
1 copy being processed for Axe Acquisitions Order.
Edition First edition.
Description 252 pages ; 25 cm
text rdacontent
unmediated rdamedia
volume rdacarrier
Bibliography Includes bibliographical references (pages [224]-242) and index.
Contents 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.
Summary Experts argue that games truly do "believe in you." Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and still want to try again--right away--and ultimately succeed in ways that too often elude them in school. THis book presents the story of a growing group of visionaries who are pushing to get game controllers into the hands of learners. This small, mostly unconnected group of teachers, researchers, ad game designers have long searched for ways to revolutionize learning. Unsatisfied with previous reforms, they've pushed to make school both more rigorous and more fun. This group includes a veteran game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden; 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 Minnesota civics teacher who is applying the mechanics of fantasy football to learning about world affairs; and 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. Featuring the latest research on brain science, motivation, and the games-and-violence connection, this book also includes a practical guide on how to talk to your kids about their gaming habits.
Subject Video games in education.
Video games and children.
Video games -- Study and teaching.
Education -- Effect of technological innovations on.
ISBN 9781137279576 (hardback) : $26.00
1137279575 (hardback)

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