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|Material Type:||Internet resource|
|Document Type:||Book, Internet Resource|
|All Authors / Contributors:||
|Description:||xxi, 254 p. : ill. ; 23 cm.|
|Contents:||Pt. I. Games are NOT the enemy --
1. Of course you're worried : you have no idea what's going on! --
2. The really good news about your kids' games --
3. But wait --
what about all that bad stuff I hear about in the press --
pt. II. The rise of the digital native --
4. Our kids are not like us : they're natives, we're immigrants --
5. Do they really think differently? --
6. The emerging online life of the digital native --
pt. III. What's different about today's games --
7. Complexity matters : what most adults don't understand about games --
8. What kids learn that's POSITIVE from playing computer games --
9. The motivation of gameplay --
10. Adaptivity in games --
really leaving no child behind --
11. It's not just the games --
it's the system --
pt. IV. What kids are learning (on their own) --
12. Economics and business lessons for a 10-year-old from a computer game --
13. How kids learn to cooperate in video games --
14. Video games are our kids' first ethics lessons (believe it or not!) --
15. The seven games of highly effective people --
16. Making games of their own : modding --
17. Playing video games to stay healthy (yes, video games!) --
18. What our kids could be learning from their cell phones --
pt. V. How parents, teachers, and all adults can get in the game! --
19. Talk to your kids; value what they know --
20. The new language --
a digital immigrant remedial vocabulary --
21. How parents who "get it" are educating their kids about games --
22. Girls, boys, parents, grandparents --
there are games for everyone --
23. Moving past "edutainment" : curricular games are coming --
24. For teachers : using games in the curriculum and classroom --
25. What can kids learn on their own? --
26. Are you as brave as your kids? --
try it yourself! --
27. What to do right now --
Appendix: a parent-teacher toolkit.
|Responsibility:||Marc Prensky ; with a foreword and contributions by James Paul Gee.|
- Electronic games -- Social aspects.
- Video games and children.
- Social learning.
- Soziales Lernen.
- Selbstgesteuertes Lernen.