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Bloomsbury Academic Teaching Games and Game Studies in the Literature Classroom

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Description

Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory, but focuses on practical applications to develop students’ critical thinking skills and intercultural competence through both digital and analog gameful approaches. Review This is ‘law in context’ scholarship at its finest. … It will be an invaluable tool for anyone undertaking research into any of the plethora of issues, debates and areas of legal practice covered here; for lawyers and non-lawyers alike. For child and family lawyers – for whom education law is still sometimes perceived as in some ways a marginal subject – it is not only an essential source but a reminder of the centrality of education in the lives of children and parents alike. It is also a reminder that education law disputes reveal and provoke the questions, and test to the limits the prevailing answers, about the fundamental nature of the relationships between parents, children and the state.Teaching Games thoughtfully frames how games and literature have always been in play, particularly for 21st century students. The collection offers meaningful ways to integrate games in humanities classes foregrounding course design, personal reflections, and engaging topics from close reading, ethics, and identity to translation, ludonarratology, even LARP.―Edmond Y. Chang, Assistant Professor of English, Ohio University, United States About the Author Tison Pugh is Pegasus Professor of English at the University of Central Florida, USA. Lynn Ramey is Professor of French and Director of the Center for Digital Humanities at Vanderbilt University, USA.

Product Specifications

Format
hardcover
Domain
Amazon UK
Release Date
20 October 2022
Listed Since
27 October 2021

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