株式会社極東書店トップ商品一覧Playful Pedagogy in the Pandemic : Pivoting to Games-Based Learning.

商品詳細

Playful Pedagogy in the Pandemic

Playful Pedagogy in the Pandemic : Pivoting to Games-Based Learning.

・ISBN 978-1-032-25126-4 2022 hard GB£ 171.99

¥54,486.- (税込) (※)価格はご注文時の参考価格となります。
納品価格につきましては書籍の入荷時点で確定となります。
版元の原価改定、外国為替の変動等により異なる場合がございますので、予めご了承下さい。

お気に入り

・ISBN 978-1-032-25127-1 2024 paper GB£ 43.99

¥13,935.- (税込) (※)価格はご注文時の参考価格となります。
納品価格につきましては書籍の入荷時点で確定となります。
版元の原価改定、外国為替の変動等により異なる場合がございますので、予めご了承下さい。

お気に入り

電子版あり 大学・学術機関向け電子ブック(eBook)ISBN 978-1-003-28169-6

著者・編者Johnson, Emily K. / Salter, Anastasia,
シリーズThe COVID-19 Pandemic Series
出版社(Routledge, UK)
出版年月2022.08
ページ数150 pp.
言語ENG
ニュース番号<675-1277>

解説

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.