159 pages , Psychology Press , 1998 Games and simulations are an effective way of supporting the curriculum. This handbook demonstrates how to develop and use games and simulations in schools. It provides practical advice and guidance on how and when to use these as well as illustrative cases from nursery schools to secondary level.
210 pages , McFarland , 2020-01-17 For 21st-century young adults struggling for personal autonomy in a society that often demands compliance, the bestselling trilogy, The Hunger Games remains palpably relevant despite its futuristic setting. For Suzanne Collins' characters, personal agency involves not only the physical battle of controlling one's body but also one's res...[Read More]
272 pages , Oxford University Press , 2012-02-09 Why don't Guitar Hero players just pick up real guitars? What happens when millions of people play the role of a young black gang member in Grand Theft Auto: San Andreas? How are YouTube-based music lessons changing the nature of amateur musicianship? This book is about play, performance, and participatory culture in the d...[Read More]