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Collaborative Worldbuilding for Writers and Gamers

Released on 2018-10-18
Collaborative Worldbuilding for Writers and Gamers

Author: Trent Hergenrader

Publisher: Bloomsbury Publishing

ISBN: 9781350016682

Category: Language Arts & Disciplines

Page: 280

View: 727

The digital technologies of the 21st century are reshaping how we experience storytelling. More than ever before, storylines from the world's most popular narratives cross from the pages of books to the movie theatre, to our television screens and in comic books series. Plots intersect and intertwine, allowing audiences many different entry points to the narratives. In this sometimes bewildering array of stories across media, one thing binds them together: their large-scale fictional world. Collaborative Worldbuilding for Writers and Gamers describes how writers can co-create vast worlds for use as common settings for their own stories. Using the worlds of Star Wars, Lord of the Rings, A Game of Thrones, and Dungeons & Dragons as models, this book guides readers through a step-by-step process of building sprawling fictional worlds complete with competing social forces that have complex histories and yet are always evolving. It also shows readers how to populate a catalog with hundreds of unique people, places, and things that grow organically from their world, which become a rich repository of story making potential. The companion website collaborativeworldbuilding.com features links to online resources, past worldbuilding projects, and an innovative card system designed to work with this book.

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

Released on 2022-01-07
Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

Author: Lane, Carol-Ann

Publisher: IGI Global

ISBN: 9781799872733

Category: Language Arts & Disciplines

Page: 958

View: 353

Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.

Todd Howard

Released on 2020-12-24
Todd Howard

Author: Wendi Sierra

Publisher: Bloomsbury Publishing USA

ISBN: 9781501350979

Category: Computers

Page: 176

View: 818

The newest addition to our Influential Video Game Designers series explores the work of Todd Howard, executive producer at Bethesda Studios, known for how he consistently pushes the boundaries of open-world gaming and player agency. Howard's games create worlds in which players can design their own characters and tell their own stories. While many games tell the story of the game's main character, Todd Howard's worldbuilding approach to game design focuses more on telling the story of the game's world, whether it be the high fantasy environments of the Elder Scrolls series or the post-apocalyptic wasteland of the Fallout series. This focus on sculpting the world allows for remarkable amounts of player freedom and choice in an expansive game environment by creating a landscape rich with open opportunity. Drawing on both academic discussions of narrative, world design, and game design, as well as on officially released interviews, speeches, and presentations given by Howard and other designers at Bethesda Games, Wendi Sierra highlights three core areas set Howard's design perspective apart from other designers: micronarratives, iterative design, and the sharing of design tools. Taken as a whole, these three elements demonstrate how Howard has used a worldbuilding perspective to shape his games. In doing so, he has impacted not only Bethesda Studios, but also the landscape of game design itself.

Disciplinary Literacy Connections to Popular Culture in K-12 Settings

Released on 2020-11-13
Disciplinary Literacy Connections to Popular Culture in K-12 Settings

Author: Haas, Leslie

Publisher: IGI Global

ISBN: 9781799847229

Category: Education

Page: 423

View: 422

Literacy and popular culture are intrinsically linked as forms of communication, entertainment, and education. Students are motivated to engage with popular culture through a myriad of mediums for a variety of purposes. Utilizing popular culture to bridge literacy concepts across content areas in K-12 settings offers a level playing field across student groups and grade levels. As concepts around traditional literacy education evolve and become more culturally responsive, the connections between popular culture and disciplinary literacy must be explored. Disciplinary Literacy Connections to Popular Culture in K-12 Settings is an essential publication that explores a conceptual framework around pedagogical connections to popular culture. While highlighting a broad range of topics including academic creativity, interdisciplinary storytelling, and skill development, this book is ideally designed for educators, curriculum developers, instructional designers, administrative officials, policymakers, researchers, academicians, and students.

Rebuilding Story Worlds

Released on 2020-06-12
Rebuilding Story Worlds

Author: Jan Baetens

Publisher: Rutgers University Press

ISBN: 9781978808492

Category: Literary Criticism

Page: 164

View: 900

A collaboration between Belgian artist François Schuiten and French writer Benoît Peeters, The Obscure Cities is one of the few comics series to achieve massive popularity while remaining highly experimental in form and content. Set in a parallel world, full of architecturally distinctive city-states, The Obscure Cities also represents one of the most impressive pieces of world-building in any form of literature. Rebuilding Story Worlds offers the first full-length study of this seminal series, exploring both the artistic traditions from which it emerges and the innovative ways it plays with genre, gender, and urban space. Comics scholar Jan Baetens examines how Schuiten’s work as an architectural designer informs the series’ concerns with the preservation of historic buildings. He also includes an original interview with Peeters, which reveals how poststructuralist critical theory influenced their construction of a rhizomatic fictional world, one which has made space for fan contributions through the Alta Plana website. Synthesizing cutting-edge approaches from both literary and visual studies, Rebuilding Story Worlds will give readers a new appreciation for both the aesthetic ingenuity of The Obscure Cities and its nuanced conception of politics.

Exploding the Castle

Released on 2017-07-01
Exploding the Castle

Author: Michael F. Young

Publisher: IAP

ISBN: 9781681239378

Category: Education

Page: 287

View: 133

Lacking a digital crystal ball, we cannot predict the future of education or the precise instructional role games will have going forward. Yet we can safely say that games will play some role in the future of K?12 and higher education, and members of the games community will have to choose between being passive observers or active, progressive contributors to the complex and often political process of weaving together pedagogy, technology, and culture. This will involve agreeing that games—or, more specifically, game mechanics and the engagement in joyful learning that they engender—are not only critical for shaping online and classroom instruction but also the evolution of schooling as a whole. Likewise, it will involve a hard push beyond questions like “Are video games ‘good’ or ‘bad’ for education?” and “Are games ‘better’ for all students than traditional face?to?face teaching” to unpack how game experiences vary with individual learner goals as an interaction with the parameters of an educational environment. Simply put, we need to form a cohesive, compelling argument in support of the notion that games are entire learning ecologies in and of themselves. This edited volume is designed to anchor collective thinking with respect to the value?added nature of games for learning and the complexities involved in player experience, narrative context, and environmental?player interactions. As could be expected, we are not interested in debates about “gamification,” game violence, individual game quality, and other topics that have become standard fare in extant games literature. Instead, we seek to emphasize issues of scalability, the induction of player goal adoption, affordances of game?based instructional environments, relationships between play and transfer, and the value of games as part of an ecopsychological worldview. As long?time contributors in a field that has made a habit of playing it safe—pun intended—we seek to bring the dialogue in a more nuanced and meaningful direction that will reach teachers, researchers, designers, and players alike.

Imaginative Teaching through Creative Writing

Released on 2021-03-25
Imaginative Teaching through Creative Writing

Author: Amy Ash

Publisher: Bloomsbury Publishing

ISBN: 9781350152694

Category: Language Arts & Disciplines

Page: 280

View: 245

Growing out of recent pedagogical developments in creative writing studies and perceived barriers to teaching the subject in secondary education schools, this book creates conversations between secondary and post-secondary teachers aimed at introducing and improving creative writing instruction in teaching curricula for young people. Challenging assumptions and lore regarding the teaching of creative writing, this book examines new and engaging techniques for infusing creative writing into all types of language arts instruction, offering inclusive and pedagogically sound alternatives that consider the needs of a diverse range of students. With careful attention given to creative writing within current standards-based educational systems, Imaginative Teaching Through Creative Writing confronts and offers solutions to the perceived difficulty of teaching the subject in such environments. Divided into two sections, section one sees post-secondary instructors address pedagogical techniques and concerns such as workshop, revision, and assessment before section two explores hands-on activities and practical approaches to instruction. Focusing on an invaluable and underrepresented area of creative writing studies, this book begins a much-needed conversation about the future of creative writing instruction at all levels and the benefits of collaboration across the secondary/post-secondary divide.

Being Dragonborn

Released on 2021-09-28
Being Dragonborn

Author: Mike Piero

Publisher: McFarland

ISBN: 9781476643564

Category: Games & Activities

Page: 236

View: 984

The Elder Scrolls V: Skyrim is one of the bestselling and most influential video games of the past decade. From the return of world-threatening dragons to an ongoing civil war, the province of Skyrim is rich with adventure, lore, magic, history, and stunning vistas. Beyond its visual spectacle alone, Skyrim is an exemplary gameworld that reproduces out-of-game realities, controversies, and histories for its players. Being Dragonborn, then, comes to signify a host of ethical and ideological choices for the player, both inside and outside the gameworld. These essays show how playing Skyrim, in many ways, is akin to "playing" 21st century America with its various crises, conflicts, divisions, and inequalities. Topics covered include racial inequality and white supremacy, gender construction and misogyny, the politics of modding, rhetorics of gameplay, and narrative features.

15th International Conference on Soft Computing Models in Industrial and Environmental Applications (SOCO 2020)

Released on 2020-08-28
15th International Conference on Soft Computing Models in Industrial and Environmental Applications (SOCO 2020)

Author: Álvaro Herrero

Publisher: Springer Nature

ISBN: 9783030578022

Category: Technology & Engineering

Page: 876

View: 531

This book contains accepted papers presented at SOCO 2020 conference held in the beautiful and historic city of Burgos (Spain), in September 2020. Soft computing represents a collection or set of computational techniques in machine learning, computer science and some engineering disciplines, which investigate, simulate, and analyze very complex issues and phenomena. After a through peer-review process, the SOCO 2020 International Program Committee selected 83 papers which are published in these conference proceedings and represents an acceptance rate of 35%. Due to the COVID-19 outbreak, the SOCO 2020 edition was blended, combining on-site and on-line participation. In this relevant edition a special emphasis was put on the organization of special sessions. Eleven special session were organized related to relevant topics such as: Soft Computing Applications in Precision Agriculture, Manufacturing and Management Systems, Management of Industrial and Environmental Enterprises, Logistics and Transportation Systems, Robotics and Autonomous Vehicles, Computer Vision, Laser-Based Sensing and Measurement and other topics such as Forecasting Industrial Time Series, IoT, Big Data and Cyber Physical Systems, Non-linear Dynamical Systems and Fluid Dynamics, Modeling and Control systems The selection of papers was extremely rigorous in order to maintain the high quality of SOCO conference editions and we would like to thank the members of the Program Committees for their hard work in the reviewing process. This is a crucial process to the creation of a high standard conference and the SOCO conference would not exist without their help.

Creative Writing Innovations

Released on 2017-02-23
Creative Writing Innovations

Author: Michael Dean Clark

Publisher: Bloomsbury Publishing

ISBN: 9781474297189

Category: Language Arts & Disciplines

Page: 240

View: 436

When teachers experiment, students benefit. When students gain confidence to pursue their own literary experiments, creative writing can become a life-changing experience. With chapters written by experienced teachers and classroom innovators, Creative Writing Innovations builds on these principles to uncover the true potential of the creative writing classroom. Rooted in classroom experience, this book takes teaching beyond the traditional workshop model to explore topics such as multi-media genres, collaborative writing and field-based work, as well as issues of identity. Taken together, this is an essential guide for teachers of creative writing at all levels from the authors and editors of Creative Writing in the Digital Age.

Bridging Literacies with Videogames

Released on 2014-09-23
Bridging Literacies with Videogames

Author: Hannah R. Gerber

Publisher: Springer

ISBN: 9789462096684

Category: Education

Page: 210

View: 421

Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.

Playful Pedagogy in the Pandemic

Released on 2022-08-26
Playful Pedagogy in the Pandemic

Author: Emily K. Johnson

Publisher: Taylor & Francis

ISBN: 9781000640298

Category: Education

Page: 164

View: 138

Educational technology adoption is more widespread than ever in the wake of COVID-19, as corporations have commodified student engagement in makeshift packages marketed as gamification. This book seeks to create a space for playful learning in higher education, asserting the need for a pedagogy of care and engagement as well as collaboration with students to help us reimagine education outside of prescriptive educational technology. Virtual learning has turned the course management system into the classroom, and business platforms for streaming video have become awkward substitutions for lecture and discussion. Gaming, once heralded as a potential tool for rethinking our relationship with educational technology, is now inextricably linked in our collective understanding to challenges of misogyny, white supremacy, and the circulation of misinformation. The initial promise of games-based learning seems to linger only as gamification, a form of structuring that creates mechanisms and incentives but limits opportunity for play. As higher education teeters on the brink of unprecedented crisis, this book proclaims the urgent need to find a space for playful learning and to find new inspiration in the platforms and interventions of personal gaming, and in turn restructure the corporatized, surveilling classroom of a gamified world. Through an in-depth analysis of the challenges and opportunities presented by pandemic pedagogy, this book reveals the conditions that led to the widespread failure of adoption of games-based learning and offers a model of hope for a future driven by new tools and platforms for personal, experimental game-making as intellectual inquiry.

Full Books

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  • Enhancing Scholarly Work on Teaching and Learning
  • The Law of Clean Energy
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  • The Writing Template Book
  • Seneca: Phaedra
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