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.
Professor Tison Pugh & Professor Lynn Ramey
Teaching Games and Game Studies in the Literature Classroom [PDF ebook]
Teaching Games and Game Studies in the Literature Classroom [PDF ebook]
Buy this ebook and get 1 more FREE!
Format PDF ● Pages 256 ● ISBN 9781350269729 ● Editor Professor Tison Pugh & Professor Lynn Ramey ● Publisher Bloomsbury Publishing ● Published 2022 ● Downloadable 3 times ● Currency EUR ● ID 8481899 ● Copy protection Adobe DRM
Requires a DRM capable ebook reader