Language:
English
繁體中文
Help
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Esports research and its integration in education
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Esports research and its integration in education/ Miles Harvey and Rick Marlatt, editors.
other author:
Harvey, Miles,
Published:
Hershey, Pennsylvania :IGI Global, : 2021.,
Description:
1 online resource (313 p.)
Subject:
Educational games. -
Online resource:
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-7069-2
ISBN:
9781799870715
Esports research and its integration in education
Esports research and its integration in education
[electronic resource] /Miles Harvey and Rick Marlatt, editors. - Hershey, Pennsylvania :IGI Global,2021. - 1 online resource (313 p.)
Includes bibliographical references and index.
Section 1. Esports culture and perspectives on scholastic esports. Chapter 1. Connecting students to school culture and career opportunities through broad access to esports and gaming: so all can learn through play ; Chapter 2. Esports involvement and its effect on student college and career readiness factors ; Chapter 3. Urban education esports for equity and access: a case study -- Section 2. Video games, learning, and scholastic esports strategies. Chapter 4. Integrating video games and scholastic esports into preservice teacher experiences ; Chapter 5. Video games and indirect learning: a study of 12 games that can teach ; Chapter 6. The role of minecraft build challenges in esports ; Chapter 7. Player agency, Team responsibility, and self-initiated change: an apprentice's learning trajectory and peer mentoring in esports -- Section 3. Collaboration, soft skills, and relationships in scholastic esports. Chapter 8. The relation betweenrocket league and soft skills and its implication in education processes ; Chapter 9. Communication, cooperation, and competition: examining the literacy practices of esports teams ; Chapter 10. Game-informed cooperative assessments and socially responsible learning in public school math classes -- Section 4. Benefits and challenges of building scholastic esports programs. Chapter 11. The implementation of an academic and applied esports program in higher education: a case ofdiversity, inclusion, and building community ; Chapter 12. Perspectives on middle school esports ; Chapter 13. Tensions of growth in collegiate esports: legitimacy, affinity spaces, and UNM esports ; Chapter 14. Esports and education: theperfect mix ; Chapter 15. Esports program development: building scholastic esports programs, why and how.
"The world of esports in education is booming on an international scale, as evidenced by a proliferation of teams and competitions across numerous platforms such as Twitch, Discord, Youtube, and more, his book presents empirical studies to help us understand how esports is developing within and around learning institutions and what the impact may be on students and their contemporary educational experiences"--
ISBN: 9781799870715Subjects--Topical Terms:
561215
Educational games.
Index Terms--Genre/Form:
554714
Electronic books.
LC Class. No.: LB1029.G3 / E87 2021e
Dewey Class. No.: 371.33/7
Esports research and its integration in education
LDR
:03095nam a2200265 a 4500
001
1155575
006
m d
007
cr nn muauu
008
250625s2021 pau fob 001 0 eng d
020
$a
9781799870715
$q
ebook
020
$a
9781799870692
020
$a
9781799870708
035
$a
(CaBNVSL)slc00001704
035
$a
(OCoLC)1264093323
035
$a
00260148
040
$a
CaBNVSL
$b
eng
$c
CaBNVSL
$d
CaBNVSL
041
0
$a
eng
050
4
$a
LB1029.G3
$b
E87 2021e
082
0 4
$a
371.33/7
$2
23
245
0 0
$a
Esports research and its integration in education
$h
[electronic resource] /
$c
Miles Harvey and Rick Marlatt, editors.
260
$a
Hershey, Pennsylvania :
$b
IGI Global,
$c
2021.
300
$a
1 online resource (313 p.)
504
$a
Includes bibliographical references and index.
505
0
$a
Section 1. Esports culture and perspectives on scholastic esports. Chapter 1. Connecting students to school culture and career opportunities through broad access to esports and gaming: so all can learn through play ; Chapter 2. Esports involvement and its effect on student college and career readiness factors ; Chapter 3. Urban education esports for equity and access: a case study -- Section 2. Video games, learning, and scholastic esports strategies. Chapter 4. Integrating video games and scholastic esports into preservice teacher experiences ; Chapter 5. Video games and indirect learning: a study of 12 games that can teach ; Chapter 6. The role of minecraft build challenges in esports ; Chapter 7. Player agency, Team responsibility, and self-initiated change: an apprentice's learning trajectory and peer mentoring in esports -- Section 3. Collaboration, soft skills, and relationships in scholastic esports. Chapter 8. The relation betweenrocket league and soft skills and its implication in education processes ; Chapter 9. Communication, cooperation, and competition: examining the literacy practices of esports teams ; Chapter 10. Game-informed cooperative assessments and socially responsible learning in public school math classes -- Section 4. Benefits and challenges of building scholastic esports programs. Chapter 11. The implementation of an academic and applied esports program in higher education: a case ofdiversity, inclusion, and building community ; Chapter 12. Perspectives on middle school esports ; Chapter 13. Tensions of growth in collegiate esports: legitimacy, affinity spaces, and UNM esports ; Chapter 14. Esports and education: theperfect mix ; Chapter 15. Esports program development: building scholastic esports programs, why and how.
520
3
$a
"The world of esports in education is booming on an international scale, as evidenced by a proliferation of teams and competitions across numerous platforms such as Twitch, Discord, Youtube, and more, his book presents empirical studies to help us understand how esports is developing within and around learning institutions and what the impact may be on students and their contemporary educational experiences"--
$c
Provided by publisher.
650
0
$a
Educational games.
$3
561215
650
0
$a
eSports (Contests)
$x
Research.
$3
1427238
655
4
$a
Electronic books.
$2
local
$3
554714
700
1
$a
Harvey, Miles,
$d
1987-.
$3
1427236
700
1
$a
Marlatt, Rick,
$d
1980-.
$3
1427237
710
2
$a
IGI Global.
$3
805187
856
4 0
$u
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-7069-2
based on 0 review(s)
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login