Games, learning, and society learning and meaning in the digital age
This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, de...
Otros Autores: | , , |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
New York :
Cambridge University Press
2012.
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Edición: | 1st ed |
Colección: | Learning in doing.
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Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009798258606719 |
Sumario: | This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age. |
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Notas: | Title from publisher's bibliographic system (viewed on 05 Oct 2015). |
Descripción Física: | 1 online resource (xxi, 464 pages) : digital, PDF file(s) |
Bibliografía: | Includes bibliographical references and index. |
ISBN: | 9781107223523 9781139507752 9781280775017 9786613685407 9781139517294 9781139031127 9781139514729 9781139513791 9781139516372 9781139518222 |