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      Teaching Games and Game Studies in the Literature Classroom

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      Firm sale: non returnable item
      SKU 9781350269750 Categories ,
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      Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive med...

      £29.99

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      Description

      Product ID:9781350269750
      Product Form:Paperback / softback
      Country of Manufacture:GB
      Title:Teaching Games and Game Studies in the Literature Classroom
      Authors:Author: Professor Lynn Ramey, Professor Tison Pugh
      Page Count:256
      Subjects:Educational: First / native language: Literature studies, None, Educational: First / native language: Literature studies, Educational: English literature
      Description:Select Guide Rating
      Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory but focuses on practical applications to develop students’ critical thinking skills and intercultural competence through both digital and analog gameful approaches.
      Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory but focuses on practical applications to develop students’ critical thinking skills and intercultural competence through both digital and analog gameful approaches.
      Imprint Name:Bloomsbury Academic
      Publisher Name:Bloomsbury Publishing PLC
      Country of Publication:GB
      Publishing Date:2022-10-20

      Additional information

      Weight406 g
      Dimensions157 × 233 × 19 mm