Автор: De Abreu, Belinha S. Название: Mobile learning through digital media literacy ISBN: 1433128942 ISBN-13(EAN): 9781433128943 Издательство: Peter Lang Рейтинг: Цена: 9364.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Mobile Learning through Digital Media Literacy proposes media literacy education as a conceptual framework for bridging mobile technologies in teaching and learning. As cell phones have become more advanced and applications more innovative and fitting, candid conversations are taking place as to how technology can be a purposeful tool in the classroom. Mobile technology already attracts students and encourages text-language development; yet its accessibility affords the potential for more extended use, offering enhancement and flexibility for instructional development. In light of a shared vision of collaboration and growth developing globally within educational circles, this book examines mobile learning as a formal literacy, as a productivity environment for creative growth in and out of the classroom, and as an advancement to social learning through online networks. The book surveys media literacy education—both within the classroom and its extended implications—for concerns of civic participation and data privacy, as more educators and policymakers internationally consider the possibilities of connected classrooms and m-learning on a universal scale.
Описание: In its intimate joining of self and machine, video gaming works to extend the body into a fluid, dynamic, unstable, and discontinuous entity. While digital gaming and culture has become a popular field of academic study, there has been a lack of sustained philosophical analysis of this direct gaming experience. In Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience, author Jonathan Boulter addresses this gap by analyzing video games and the player experience philosophically. Finding points of departure in phenomenology and psychoanalysis, Boulter argues that we need to think seriously about what it means to enter into a relationship with the game machine and to assume (or to have conferred upon you) a machinic, posthuman identity. Parables of the Posthuman approaches the experience of gaming by asking: What does it mean for the player to enter the machinic “world” of the game? What forms of subjectivity does the game offer to the player? What happens to consciousness itself when one plays? To this end, Boulter analyzes the experience of particular role-playing video games, including Fallout 3, Half-Life 2, Bioshock, Crysis 2, and Metal Gear Solid 4. These games both thematize the idea of the posthuman—the games are “about” subjects whose physical and intellectual capacities are extended through machine or other prosthetic means—and also enact an experience of the posthuman for the player, who becomes more than what he was as he plays the game. Boulter concludes by exploring how the game acts as a parable of what the human, or posthuman, may look like in times to come.Academics with an interest in the intersection of philosophy, psychoanalysis, and popular culture forms and video gamers with an interest in thinking about the implications of gaming will enjoy this volume.
Автор: Gray Kishonna L., Leonard David J. Название: Woke Gaming: Digital Challenges to Oppression and Social Injustice ISBN: 0295744170 ISBN-13(EAN): 9780295744179 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 3762.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole.
Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy's Keep Me Occupied to Momo Pixel's Hair, Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces.
In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.
Автор: De Abreu, Belinha S. Название: Mobile learning through digital media literacy ISBN: 1433128950 ISBN-13(EAN): 9781433128950 Издательство: Peter Lang Рейтинг: Цена: 16701.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Mobile Learning through Digital Media Literacy proposes media literacy education as a conceptual framework for bridging mobile technologies in teaching and learning. As cell phones have become more advanced and applications more innovative and fitting, candid conversations are taking place as to how technology can be a purposeful tool in the classroom. Mobile technology already attracts students and encourages text-language development; yet its accessibility affords the potential for more extended use, offering enhancement and flexibility for instructional development. In light of a shared vision of collaboration and growth developing globally within educational circles, this book examines mobile learning as a formal literacy, as a productivity environment for creative growth in and out of the classroom, and as an advancement to social learning through online networks. The book surveys media literacy education—both within the classroom and its extended implications—for concerns of civic participation and data privacy, as more educators and policymakers internationally consider the possibilities of connected classrooms and m-learning on a universal scale.
Автор: Elias Muhanna Название: The Digital Humanities and Islamic & Middle East Studies ISBN: 3110374544 ISBN-13(EAN): 9783110374544 Издательство: Walter de Gruyter Цена: 18586.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Over the past few decades, humanistic inquiry has been problematized and invigorated by the emergence of what is referred to as the digital humanities. Across multiple disciplines, from history to literature, religious studies to philosophy, archaeology to music, scholars are tapping the extraordinary power of digital technologies to preserve, curate, analyze, visualize, and reconstruct their research objects. The study of the Middle East and the broader Islamic world has been no less impacted by this new paradigm. Scholars are making daily use of digital tools and repositories including private and state-sponsored archives of textual sources, digitized manuscript collections, densitometrical imaging, visualization and modeling software, and various forms of data mining and analysis. This collection of essays explores the state of the art in digital scholarship pertaining to Islamic & Middle Eastern studies, addressing areas such as digitization, visualization, text mining, databases, mapping, and e-publication. It is of relevance to any researcher interested in the opportunities and challenges engendered by this changing scholarly ecosystem.
Автор: Kishonna L. Gray, David J. Leonard Название: Woke Gaming: Digital Challenges to Oppression and Social Injustice ISBN: 0295744189 ISBN-13(EAN): 9780295744186 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 13794.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
From #Gamergate to the 2016 election, to the daily experiences of marginalized perspectives, gaming is entangled with mainstream cultures of systematic exploitation and oppression. Whether visible in the persistent color line that shapes the production, dissemination, and legitimization of dominant stereotypes within the industry itself, or in the dehumanizing representations often found within game spaces, many video games perpetuate injustice and mirror the inequities and violence that permeate society as a whole.
Drawing from groundbreaking research on counter and oppositional gaming and from popular games such as World of Warcraft and Tomb Raider, Woke Gaming examines resistance to problematic spaces of violence, discrimination, and microaggressions in gaming culture. The contributors of these essays seek to identify strategies to detox gaming culture and orient players and gamers toward progressive ends. From Anna Anthropy's Keep Me Occupied to Momo Pixel's Hair Nah, video games can reveal the power and potential for marginalized communities to resist, and otherwise challenge dehumanizing representations inside and outside of game spaces.
In a moment of #MeToo, #BlackLivesMatter, and efforts to transform current political realities, Woke Gaming illustrates the power and potential of video games to foster change and become a catalyst for social justice.
Описание: In this revealing new study, Tarik Sabry and Joe Khalil preside over an original new exploration of Arab culture. They employ subjects as varied as anthropology, media studies, philosophy, political economy and cultural studies to illuminate the relationship between culture, time and publics in an Arab context, whilst also laying the foundations for a much more nuanced picture of Arab society. The diverse themes and locations explored include communities at borders, in rural and urban locations, Syrian drama audiences, Egyptian, Saudi and Tunisian artists and activists and historical and contemporary Arab intellectuals. This fresh empirical research and interdisciplinary analysis illuminate intricate experiences that transcend local, national and religious boundaries and expose how Arab publics combine the media and technology to create a rich experience that shapes their collective imagination and social structure. Providing a grounded orientation to key debates on time and what can be defined as public in modern Arab cultures, Sabry and Khalil address teachers, students and those concerned about the delicate structures that underpin the upheavals of the modern Arab world.
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