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Rhetoric/composition/play Through Video Games
Reshaping Theory and Practice of Writing

Inglese · Copertina rigida

Spedizione di solito entro 1 a 3 settimane

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Zusatztext "Like James Gee before them, along with Cynthia Selfe and Gail Hawisher, editors Richard Colby, Matthew S. S. Johnson, and Rebekah Shultz Colby have expanded our disciplinary understanding of the substantial motivational role of gaming literacies in all stages of the writing process. Equally significant, the contributors to Rhetoric/Composition/Play through Video Games create a 'shared space' not only for rhetoric and literacy theorists but also for writing teachers and their students to collectively challenge more traditional definitions of academic writing and positively impact the future of college-level writing instruction." - Kristine L. Blair, Professor and Chair, Department of English, Bowling Green State University, USA "Here is a smart volume on the practical matters involved in bringing video games, rhetoric, and composition into a shared and vibrant intellectual space. With remarkable insight and subtlety, the editors have assembled a series of essays that are not only accessible and informative on their own, but are also theoretically and pedagogically intertwined with each other. As a result, readers including gamers, students, or anyone interested in modern rhetoric will find here a complex and critique-oriented treatment of the single most important recent development in the long history of rhetoric and composition. There are plenty of books now in circulation about the rhetoric of video games and their place in educational contexts. Here,however, is an anthology assembled and written by native and well-trained game scholars and teachers. Their deep expertise shows and it will surely speak powerfully to audiences who are themselves natives of video game culture and readily able to distinguish posers from players." - Ken S. McAllister, Professor and Director of the Rhetoric, Composition, and the Teaching of English Program at the University of Arizona, Co-Curator of the Learning Games Initiative Research Archive, and author of Game Work: Language, Power, and Computer Game Culture and (with Judd Ruggill) Gaming Matters: Art, Science, Magic, and the Computer Game Medium. Informationen zum Autor John Alberti, Northern Kentucky University, USALarry Beason, University of South Alabama, USAIan Bogost, Georgia Institute of Technology, and Persuasive Games LLC, USARichard Colby, University of Denver Writing Program, USANathan Garrelts, Ferris State University, USAGail E. Hawisher, University of Illinois, Urbana-Champaign, USAJustin Hodgson, The University of Texas at Austin, USAMatthew S. S. Johnson, Southern Illinois University Edwardsville, USADebra Journet, University of Louisville, USADanielle LaVaque-Manty, Sweetland Center for Writing at the University of Michigan, USABenjamin Miller, Macaulay Honors College of CUNY and the CUNY Graduate Center, USAMark Mullen, George Washington University in Washington DC, USATrevor Owens, National Digital Information and Infrastructure Preservation Program at the Library of Congress, USAJames Schirmer, University of Michigan-Flint, USACynthia L. Selfe, The Ohio State University, USALee Sherlock, Michigan State University, USARebekah Shultz Colby, University of Denver, USAKatherine Warren, Western Illinois University, USA Klappentext An edited collection whose contributors analyze the relationship between writing, learning, and video games/videogaming, these essays consist of academic essays from writing and rhetoric teacher-scholars, who theorize, and contextualize how computer/video games enrich writing practices within and beyond the classroom and the teaching of writing. Zusammenfassung An edited collection whose contributors analyze the relationship between writing! learning! and video games/videogaming! these essays consist of academic essays from writing and rhetoric teacher-scholars! who theorize! and contextualize how computer/video games enrich writing practices wit...

Relazione

"Like James Gee before them, along with Cynthia Selfe and Gail Hawisher, editors Richard Colby, Matthew S. S. Johnson, and Rebekah Shultz Colby have expanded our disciplinary understanding of the substantial motivational role of gaming literacies in all stages of the writing process. Equally significant, the contributors to Rhetoric/Composition/Play through Video Games create a 'shared space' not only for rhetoric and literacy theorists but also for writing teachers and their students to collectively challenge more traditional definitions of academic writing and positively impact the future of college-level writing instruction."
- Kristine L. Blair, Professor and Chair, Department of English, Bowling Green State University, USA
"Here is a smart volume on the practical matters involved in bringing video games, rhetoric, and composition into a shared and vibrant intellectual space. With remarkable insight and subtlety, the editors have assembled a series of essays that are not only accessible and informative on their own, but are also theoretically and pedagogically intertwined with each other. As a result, readers including gamers, students, or anyone interested in modern rhetoric will find here a complex and critique-oriented treatment of the single most important recent development in the long history of rhetoric and composition. There are plenty of books now in circulation about the rhetoric of video games and their place in educational contexts. Here,however, is an anthology assembled and written by native and well-trained game scholars and teachers. Their deep expertise shows and it will surely speak powerfully to audiences who are themselves natives of video game culture and readily able to distinguish posers from players."
- Ken S. McAllister, Professor and Director of the Rhetoric, Composition, and the Teaching of English Program at the University of Arizona, Co-Curator of the Learning Games Initiative Research Archive, and author of Game Work: Language, Power, and Computer Game Culture and (with Judd Ruggill) Gaming Matters: Art, Science, Magic, and the Computer Game Medium.

Dettagli sul prodotto

Autori COLBY RICHARD JAMES COLBY REBEKA, Richard James Colby Colby, Richard Colby Colby, Richard Johnson Colby
Con la collaborazione di Richard James Colby (Editore), Rebekah Shultz Colby (Editore), Matthew S. S. Johnson (Editore), Richard Colby (Editore), R. Colby (Editore), M. Johnson (Editore), Johnson M. (Editore), Merri Lisa Johnson (Editore), Colby (Editore), Johnson (Editore), R Colby (Editore), Johnson (Editore)
Editore Palgrave UK
 
Contenuto Libro
Forma del prodotto Copertina rigida
Data pubblicazione 20.03.2013
Categoria Scienze umane, arte, musica > Pedagogia
Guide e manuali > Libri sul benessere, vita quotidiana > Famiglia
Scienze sociali, diritto, economia > Media, comunicazione > Tematiche generali, enciclopedie
 
EAN 9781137307668
ISBN 978-1-137-30766-8
Numero di pagine 258
 
Serie Digital Education and Learning
Digital Education and Learning
Categorie Anthropologie, Soziologie, B, Education, Teaching, Media Studies, Sociology, Pädagogik: Prüfungen und Beurteilungen, assessment, Lehrerausbildung, Communication, SOCIAL SCIENCE / Sociology / General, SOCIAL SCIENCE / Media Studies, EDUCATION / Testing & Measurement, Anthropology, SOCIAL SCIENCE / Anthropology / General, EDUCATION / Professional Development, Education / Teaching, EDUCATION / Teaching Methods & Materials / Science & Technology, EDUCATION / Training & Certification, LANGUAGE ARTS & DISCIPLINES / Rhetoric, EDUCATION / Evaluation & Assessment, Media and Communication, Sociology, general, teacher training, Assessment, Testing and Evaluation, Education: examinations & assessment, Teaching and Teacher Education, Palgrave Education Collection, Popular Science in Education, Assessment and Testing, EDUCATION / Teaching / Methods & Strategies
 

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