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  • 1
    Online Resource
    Online Resource
    London [England] : Bloomsbury Academic | [London, England] : Bloomsbury Publishing
    UID:
    gbv_1816510831
    Format: 1 Online-Ressource (viii, 248 Seiten)
    Edition: First edition
    ISBN: 9781350269743 , 9781350269736
    Content: "Teaching Games and Games 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."--
    Note: Includes bibliographical references and index , Introduction / Tison Pugh (University of Central Florida, USA) and Lynn Ramey (Vanderbilt University, USA) -- Part I: Theories of the Ludic and Literary Classroom. 1. Developing and Teaching Games-Focused English Courses: A Technological and Curricular Walkthrough / Eric Detweiler (Middle Tennessee State University, USA) ; 2. Gaming Literature: Games as an Accessible Entry into the Study of Literature / Regina Mills (Texas A&M University, USA) ; 3. Techniques and Approaches to Teaching with Digital Literature and Digital Games: Levelling Up / Nolan Bazinet (University of Sherbrooke, Canada) ; 4. Determining Goals and Mechanics in the Game of Literature: How to Play / Mitchell Gunn (University of Toronto, Canada) ; 5. Reverse-Engineering Stories in the Literature Classroom: Linking Video Game and Traditional Narratives to Foster Critical Reading Skills / John Misak (New York Institute of Technology, USA) ; 6. Pwning Tolkien's Trilogy: Game Studies in a MOOC / Jay Clayton (Vanderbilt University, USA) and Don Rodrigues (University of Memphis, USA) -- Part II: Videogames and Interactive Media in the Literature Classroom. 7. Close Reading and Critical Play in a Ludic Century: Explore, Configure, Interpret / Craig Carey (University of Southern Mississippi, USA) ; 8. Teaching Japanese Video Games: Practical Strategies for Analysis and Assessment / Ben Whaley (University of Calgary, Canada) ; 9. From Fortnite to Social Justice? Video Game Streams and/as Literature / Cody Mejeur (University at Buffalo, USA) ; 10. Ethical Simulation Games in the Liberal Arts Classroom: From Sweatshop to Civilization, Harry Brown and Nicole Lobdell (De Pauw University, USA) ; 11. Reading as Play and Text as Player:Using Video Games to Teach Interpretive Influence and Agency / Haerin Shin (Vanderbilt University, USA) and Terrell Taylor (Vanderbilt University, USA) -- Part III: Gaming Identity and Ideology in the Literature Classroom. 12. Playing with Identity, Representation, and Power in the Game Studies Classroom / JenniferMalkowski (Smith College, USA) and Trea Andrea M. Russworm (University of Massachusetts, Amherst, USA) ; 13. Effects of Japanese Horror Games: Reading the Foreign Within / Katsuya Izumi (University at Albany, USA) ; 14. Teaching the Indigenous Video Game Never Alone and/as Literature / Natalie Neill (York University, Canada) ; 15. First Person in Translation: Gaming Perspectives on Multicultural Literature / Jillian Sayre (Rutgers University, USA) ; 16. Rethinking Difference through Interactivity: Playing in the Dark / James K. Harris (Bronx Community College, USA) -- Part IV: Gamifying the Literature Classroom. 17. Edu-Larping: Film and Literature Instruction through Live-Action Games / Evan Torner (University of Cincinnati, USA) ; 18. Pedagogical Games in the Literature Classroom: Play to Learn / Kevin Bourque (Elon University, USA) ; 18. Making Feminist Games in the Gender Studies and Literature Classroom / Gabi Kirilloff (Texas Christian University, USA) ; 19. Detective Fiction Meets Cognitive Science: Games We Play on Paper / Michelle Robinson (University of North Carolina at Chapel Hill, USA) and Marsha Penner (University of North Carolina at Chapel Hill, USA) ; 20. How to Develop Gamified Pedagogical Strategies: A Case Study of Classical Japanese Poetry in the Undergraduate Classroom / Catherine Ryu (Michigan State University, USA) ; 21. Designing and Implementing Ten Years of Role-Playing and Game-Based Courses in an Advanced Language and Literature Curriculum: Challenges and Benefits / Roger Travis (University of Connecticut, USA) ; 22. Thinking Outside the Book: Procedural Bibliography as Textual Pedagogy for Literary Videogames / Caleb Milligan (Pennsylvania State University, USA) -- References -- Index. , Barrierefreier Inhalt: Compliant with Level AA of the Web Content Accessibility Guidelines. Content is displayed as HTML full text which can easily be resized or read with assistive technology, with mark-up that allows screen readers and keyboard-only users to navigate easily
    Additional Edition: ISBN 9781350269750
    Additional Edition: ISBN 9781350269712
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 9781350269750
    Language: English
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