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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.","brand":"WoB","offers":[{"title":"US \/ VERY_GOOD \/ SBYB","offer_id":50452518830353,"sku":"CIN1421419203VG","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"US \/ GOOD \/ SBYB","offer_id":50953615671569,"sku":"CIN1421419203G","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/1421419203.jpg?v=1750714306"},{"product_id":"learning-education-games-volume-3-100-games-to-use-in-the-classroom-beyond-book-karen-schrier-9780359984015","title":"Learning, Education \u0026 Games, Volume 3: 100 Games to Use in the Classroom \u0026 Beyond","description":"Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. 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This book is aimed at educators, researchers, and designers who want to use games to enhance equity and justice for marginalized students, and create communities where everyone feels like they belong. The book explores 50 different games, including popular games like Animal Crossing: New Horizons, Chess, Minecraft, and Among Us, and a variety of other commercial, indie, PC, mobile, card, and board games.","brand":"WoB","offers":[{"title":"- \/ - \/ -","offer_id":51116844679441,"sku":"","price":0.0,"currency_code":"GBP","in_stock":true},{"title":"US \/ NEW \/ INGRAM","offer_id":51116847202577,"sku":"NIN9781304903044","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/1304903044.jpg?v=1751176799"},{"product_id":"ethics-and-game-design-book-karen-schrier-9781615208456","title":"Ethics and Game Design","description":"Ethics and Game Design: Teaching Values through Play is the first book in its field to challenge scholars and researchers to answer questions such as: How can game design be improved to foster ethical thinking and discourse? What are the theories and methodologies that will help us understand, model, and assess ethical thinking in games? How do we use games in classrooms and informal educational settings to support moral development? This distinguished publication approaches such questions from a multidisciplinary perspective with the ultimate goal of inspiring further interdisciplinary dialogue and research in order to continue building the ethics and games community.","brand":"WoB","offers":[{"title":"- \/ - \/ -","offer_id":51630422196497,"sku":"","price":0.0,"currency_code":"GBP","in_stock":true},{"title":"GB \/ NEW \/ GARDNERS","offer_id":51630424195345,"sku":"NGR9781615208456","price":0.0,"currency_code":"GBP","in_stock":true},{"title":"GB \/ NEW \/ INGRAM","offer_id":52402617418001,"sku":"NLS9781615208456","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/1615208453.jpg?v=1750992656"},{"product_id":"designing-games-for-ethics-book-karen-schrier-9781609601201","title":"Designing Games For Ethics","description":"As games become increasingly embedded into everyday life, understanding the ethics of their creation and use, as well as their potential for practicing ethical thinking, becomes more relevant. Designing Games for Ethics: Models, Techniques and Frameworks brings together the diverse and growing community of voices and begin to define the field, identify its primary challenges and questions, and establish the current state of the discipline. Such a rigorous, collaborative, and holistic foundation for the study of ethics and games is necessary to appropriately inform future games, policies, standards, and curricula.","brand":"WoB","offers":[{"title":"GB \/ NEW \/ INGRAM","offer_id":52089472385297,"sku":"NLS9781609601201","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/9781609601201.jpg?v=1756907336"},{"product_id":"learning-education-games-book-karen-schrier-9781300068624","title":"Learning, Education \u0026 Games","description":"The Learning, Education \u0026amp; Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning. This volume, Bringing Games into Educational Contexts, delves into the challenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education \u0026amp; Games: Bringing Games into Educational Contexts is the second in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association).","brand":"WoB","offers":[{"title":"US \/ NEW \/ INGRAM","offer_id":53186856583441,"sku":"NIN9781300068624","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/9781300068624.jpg?v=1772383454"},{"product_id":"learning-education-games-book-karen-schrier-9781300068648","title":"Learning, Education \u0026 Games","description":"This book is perfect for any educator or designer seeking an introduction to research-driven best practices for using and designing games for learning. This book provides the latest research and techniques for designing games for a variety of curricular needs--including STEM, literacy learning, history education, music, and computational, ethical, and critical thinking. The book also delves into specific design issues, such as aligning goals, designing for an audience, playtesting, and assessment. Each chapter provides an overview of the relevant frameworks and research findings, as well as practical case studies and useful resources. 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