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...

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Detalles Bibliográficos
Otros Autores: Steinkuehler, Constance, 1970- (-), Squire, Kurt, Barab, Sasha A.
Formato: Libro electrónico
Idioma:Inglés
Publicado: New York : Cambridge University Press 2012.
Edición:1st ed
Colección:Learning in doing.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009798258606719
Descripción
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.
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