pickabook books with huge discounts for everyone
pickabook books with huge discounts for everyone
Visit our new collection website www.collectionsforschool.co.uk
     
Email: Subscribe to news & offers:
Need assistance? Log In/Register


Item Details
Title: KNOWLEDGE GAMES
HOW PLAYING GAMES CAN SOLVE PROBLEMS, CREATE INSIGHT, AND MAKE CHANGE
By: Karen Schrier
Format: Hardback

List price: £30.50
Our price: £27.45
Discount:
10% off
You save: £3.05
ISBN 10: 1421419203
ISBN 13: 9781421419206
Availability: Usually dispatched within 1-3 weeks.
 Delivery rates
Stock: Currently 0 available
Publisher: JOHNS HOPKINS UNIVERSITY PRESS
Pub. date: 13 May, 2016
Series: Tech.edu: A Hopkins Series on Education and Technology
Pages: 280
Description: This accessible book critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.
Synopsis: Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier's Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games-such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data-are already being used by researchers to gain scientific, psychological, and humanistic insights.Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things.In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.
Illustrations: 18 Halftones, black and white
Publication: US
Imprint: Johns Hopkins University Press
Returns: Returnable
Some other items by this author:

TOP SELLERS IN THIS CATEGORY
Superintelligence (Paperback)
Oxford University Press
Our Price : £8.02
more details
Homo Deus (Paperback)
Vintage Publishing
Our Price : £9.48
more details
Staying with the Trouble (Paperback)
Duke University Press
Our Price : £21.24
more details
The God Delusion (Paperback)
Transworld Publishers Ltd
Our Price : £8.02
more details
Superintelligence (Hardback)
Oxford University Press
Our Price : £15.32
more details
BROWSE FOR BOOKS IN RELATED CATEGORIES
 MATHEMATICS AND SCIENCE
 science: general issues
 impact of science & technology on society


Information provided by www.pickabook.co.uk
SHOPPING BASKET
  
Your basket is empty
  Total Items: 0
 

NEW
Ramadan and Eid al-Fitr A celebratory, inclusive and educational exploration of Ramadan and Eid al-Fitr for both children that celebrate and children who want to understand and appreciate their peers who do.
add to basket

Learning
That''s My Story!: Drama for Confidence, Communication and C... The ability to communicate is an essential life skill for all children, underpinning their confidence, personal and social wellbeing, and sense of self.
add to basket