Knowledge Games: How Playing Games Can Solve Problems, Create Insight, and Make Change (Tech.edu: A Hopkins Series on Education and Technology) 🔍
Karen Schrier Johns Hopkins University Press, Johns Hopkins University Press, Baltimore, 2016
英语 [en] · PDF · 6.9MB · 2016 · 📗 未知类型的图书 · 🚀/upload · Save
描述
Are games the knowledge-producers of the future? 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 Schriers 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 gamessuch as Foldit , a protein-folding puzzle game, SchoolLife , which crowdsources bullying interventions, and Reverse the Odds , in which mobile game players analyze breast cancer dataare 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.
备用文件名
motw/Knowledge Games_ How Playing Ga - Karen Schrier.pdf
备选作者
Schrier, Karen;
备用版本
Tech.edu : a Hopkins series on education and technology, Baltimore, 2016
备用版本
United States, United States of America
元数据中的注释
producers:
Adobe PDF Library 11.0
元数据中的注释
Memory of the World Librarian: Slowrotation
备用描述
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.
**
备用描述
Contents 8
Acknowledgments 10
Introduction 12
Part I: What are Knowledge Games? 24
1. Contribution 26
2. Design 43
Part II: Why Knowledge Games? 60
3. Problem Solving 62
4. Motivation 85
5. Social Interaction 106
Part III: Perspectives, Potentials, and Pitfalls 130
6. Amateurs 132
7. Participation 151
8. Data 174
9. Knowledge 191
Appendix A. Categories and Examples 212
Appendix B. Design Principles, Recommendations, Considerations, and Implications 223
Appendix C. Guiding Questions 229
Notes 232
Index 274
A 274
B 274
C 274
D 276
E 276
F 277
G 277
H 277
I 278
J 278
K 278
L 278
M 278
N 279
O 279
P 279
Q 279
R 279
S 280
T 281
U 281
V 281
W 281
Y 281
Z 281
备用描述
"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"--Jacket
备用描述
Karen Schrier. Includes Bibliographical References And Index. Mode Of Access: World Wide Web.
开源日期
2025-10-27
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