[Air-L] Call for Chapters: Book 3 of Learning, Education & Games (LEG) - 100 Games to Use in the Classroom and Beyond

Karen Schrier Shaenfield kschrier at gmail.com
Thu Aug 10 20:39:37 PDT 2017


Hi all,


I am excited to announce a call for chapters for the third book in the
Learning, Education & Games series, published by ETC Press:

Learning, Education, & Games Volume 3: 100 Games to Use in the Classroom
and Beyond

Editor: Karen Schrier



Quick summary:

For the third volume, we aim to create a guide for educators who want to
use games, virtual reality (VR) and augmented reality (AR) in the classroom
(or in other educational contexts, such as libraries, homeschool
environments, afterschool, or camps).

This guide will include case studies of 100 games/interactive experiences
that could be used for education (including K-12, preschool, and higher
education). In each case study, we will explore how real educators have
used the game – what they learned, their tips and techniques, and what
worked and didn’t work.

Each case study will be approximately 1000 words (or fewer).

Who we are looking for:

Previous case study authors/Revisers: For those authors who wrote case
studies in books 1 and 2—we invite you to reshape your work into a case
study for book 3!

New Authors: We need some authors who can write brand new case studies and
can either interview educators, work with educators, and/or write about
their own use of games in the classroom.

Educators: We need educators who have used games in their classrooms and
can either write case studies, be interviewed by authors and offer examples
of how they use games, and/or who can collaborate with authors to explore
how they use these games in their classrooms. (This includes librarians,
professors, afterschool educators, literacy specialists,
music/art/technology teachers, adjunct faculty, pre-k teachers, tutors,
camp counselors, homeschool teachers, religious school teachers, personal
trainers, etc!)

Interested? Here are the Next steps:

Check out the full call for chapters
<https://docs.google.com/document/d/1FBy5o9huUyLONtmnJ45hwQvCykPQAwB5wyTqBs7QnFg/edit?usp=sharing>
for more information.

(
https://docs.google.com/document/d/1FBy5o9huUyLONtmnJ45hwQvCykPQAwB5wyTqBs7QnFg/edit?usp=sharing
)

Deadline for Proposals: October 1st, 2017

Notification of Acceptance: November 1st, 2017

First Draft Due: January 15th, 2018

Submit your proposal
<https://docs.google.com/forms/u/0/d/e/1FAIpQLSfKKZfaJDmlxqdwEllpadfP7WL-e6R-YJ99JJFmX0d4y2pw1Q/viewform?usp=sf_link>
at:
https://docs.google.com/forms/u/0/d/e/1FAIpQLSfKKZfaJDmlxqdwEllpadfP7WL-e6R-YJ99JJFmX0d4y2pw1Q/viewform?usp=sf_link

Multiple submissions are welcome. Please contact kschrier at gmail.com with
any questions.

About the LEG Book Series:

The Learning, Education & Games SIG (part of the IGDA – International Game
Developers Association) created a series of books on games and learning
with ETC Press called Learning, Education & Games.

The first volume in the series focused on the design and curricular
considerations related to creating and using games for learning, such as
designing for diverse audiences or designing for social studies, STEM, or
music learning. The book also delves into specific design issues, such as
aligning goals, designing for an audience, playtesting, and assessment.

Check it out:

http://press.etc.cmu.edu/content/learning-education-and-games-volume-one-curricular-and-design-considerations

The second volume focused on the challenges of creating games and
implementing them in educational settings, and covered issues such as
gamification, using games to support ASD (autism spectrum disorder)
students, selecting games for the classroom and library, homeschooling and
gameschooling, working with parents and policymakers, and choosing the
right tools for game development.

Check it out:

http://press.etc.cmu.edu/content/learning-and-education-games-volume-two-bringing-games-educational-contexts

A key component of the books were case studies of games, which were inset
from the primary text of each chapter, and served to illustrate the
concepts and frameworks described in the chapters. For instance, we had
short case studies on games such as Quandary, Minecraft, Civilization, and
Foldit. Each chapter had approximately three case studies of games in it,
and each were approximately 500-750 words.

What is LEG?

The Learning, Education and Games (LEG) SIG is a community of game
developers, designers, educators, policy-makers, researchers, and
entrepreneurs interested in the intersection of learning and games. This
could include issues related to the design, development, distribution,
promotion, use, and assessment of games in both formal and informal
learning contexts; as well as both commercial off-the-shelf games and games
made primarily for educational purposes.

LEG is affiliated with the International Game Developers Association as a
recognized Special Interest Group. LEG “officially” meets annually at the
Game Developers Conference. Otherwise, LEG hosts monthly virtual meetings
via Slack.

LEG’s mission:

   -

   Grow and sustain a robust community of developers, educators,
   policymakers, and researchers, through a series of virtual and in-person
   meetings, workshops, online dialogues, and other shared activities.
   -

   Serve as thought leaders and advocates for the intersection of games and
   learning, both in classrooms and other contexts (healthcare facilities,
   after school programs, not-for-profits, corporate sector, government,
   military), such as through new collaborative projects and grants, or
   through the use and promotion of our ETC Press series of Learning,
   Education, and Games books.
   -

   Create, promote, and share resources related to the design and use of
   games for learning, such as standards and guidelines, case studies, models
   and exemplars, and an online database.

LEG Executive Committee

President: Karen Schrier, Marist College

Steering Committee:

Elena Bertozzi, Quinnipiac University

David Simkins, RIT

Matt Nolin, 1st Playable

Mark Chen, Pepperdine University; University of Washington; University of
Ontario Institute of Technology

Join our monthly meetings via Slack (https://igda-leg.slack.com/)

Need an invite to the Slack channel? Invite yourself at:
https://igda-leg.herokuapp.com/

Join our Facebook page:
https://www.facebook.com/groups/LearningEducationGames/

Follow us on Twitter: https://twitter.com/LearningEdGames

Check out our mission and vision:
https://docs.google.com/document/d/1j1PIQmj28KUga2Jr_IMWssIfHWUrXym1WyuoHc37Slw/edit

Check out our ongoing goals and tasks:
https://docs.google.com/document/d/16nqm90f1eAw4MZ9aS0ohaBgItb-saEWavbjXWO4Qs3A/edit


-----------------------------------------
Dr. Karen Schrier Shaenfield
http://www.karenschrier.com
http://www.knowledgegamesbook.com

karen.schrier at marist.edu
kschrier at gmail.com
kls2108 at columbia.edu
kschrier at alum.mit.edu



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