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Games, Learning, and Society: Learning and Meaning in the Digital Age by Constan

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Item specifics

Condition
New: A new, unread, unused book in perfect condition with no missing or damaged pages. See the ...
ISBN-13
9780521144520
Book Title
Games, Learning, and Society
ISBN
9780521144520
Subject Area
Computers, Education, Psychology
Publication Name
Games, Learning, and Society : Learning and Meaning in the Digital Age
Publisher
Cambridge University Press
Item Length
8.9 in
Subject
Programming / Games, General, Learning Styles
Publication Year
2012
Series
Learning in Doing: Social, Cognitive and Computational Perspectives Ser.
Type
Textbook
Format
Trade Paperback
Language
English
Item Height
1.3 in
Author
Kurt Squire
Features
New Edition
Item Weight
23.4 Oz
Item Width
6 in
Number of Pages
490 Pages

About this product

Product Information

This volume is the first reader on videogames and learning of its kind. Covering game design, game culture, and games as 21st 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.

Product Identifiers

Publisher
Cambridge University Press
ISBN-10
0521144523
ISBN-13
9780521144520
eBay Product ID (ePID)
113632190

Product Key Features

Number of Pages
490 Pages
Language
English
Publication Name
Games, Learning, and Society : Learning and Meaning in the Digital Age
Publication Year
2012
Subject
Programming / Games, General, Learning Styles
Features
New Edition
Type
Textbook
Subject Area
Computers, Education, Psychology
Author
Kurt Squire
Series
Learning in Doing: Social, Cognitive and Computational Perspectives Ser.
Format
Trade Paperback

Dimensions

Item Height
1.3 in
Item Weight
23.4 Oz
Item Length
8.9 in
Item Width
6 in

Additional Product Features

Intended Audience
Scholarly & Professional
LCCN
2012-011690
Dewey Edition
23
Illustrated
Yes
Dewey Decimal
794.8
Edition Description
New Edition
Lc Classification Number
Gv1469.3.G423 2012
Table of Content
Part I. Games as Designed Experience: 1. Videogames as designed experience: section one Kurt Squire; 2. Designed cultures Kurt Squire; 3. Theme is not meaning: who decides what a game is about? Soren Johnson; 4. Our cheatin' hearts Soren Johnson; 5. Playing the odds Soren Johnson; 6. Nurturing lateral leaps in game design Nathan McKenzie; 7. Uncharted 2: among thieves - how to become a hero Drew Davidson and Richard Lemarchand; 8. Interview with harmonix Greg Lopiccolo, Kurt Squire and Sarah Chu; 9. Yomi: spies of the mind David Sirlin; Part II. Games as Emergent Culture: 10. Videogames as emergent culture: section two Constance Steinkuehler; 11. Nurturing affinity spaces and game-based learning James Paul Gee and Elisabeth Hayes; 12. Apprenticeship in massively multiplayer online games Constance Steinkuehler and Yoonsin Oh; 13. Theorycrafting: the art and science of using numbers to interpret the world Trina Choontanom and Bonnie Nardi; 14. Culture and community in a virtual world for young children Rebecca W. Black and Stephanie M. Reich; 15. Culture vs. architecture: second life, sociality, and the human Thomas M. Malaby; 16. Participatory media spaces: a design perspective on learning with media and technology in the twenty-first century Erica Rosenfeld Halverson; Part III. Games as a Twenty-First-Century Curriculum: 17. Videogames as a twenty-first-century curriculum: section three Sasha Barab; 18. Prediction and explanation as design mechanics in conceptually integrated digital games to help players articulate the tacit understandings they build through gameplay Douglas B. Clark and Mario Martinez-Garza; 19. Game-based curricula, personal engagement, and the modern prometheus design project Sasha Barab, Patrick Pettyjohn, Melissa Gresalfi and Maria Solomou; 20. Discovering familiar places: learning through mobile place-based games Bob Coulter, Eric Klopfer, Josh Sheldon and Judy Perry; 21. Developing game fluencies with scratch: realizing game design as an artistic process Yasmin B. Kafai and Kyle A. Peppler; 22. 'Freakin' hard': game design and issue literacy Colleen Macklin and John Sharp; 23. Models of situated action: computer games and the problem of transfer David Williamson Shaffer.
Copyright Date
2012

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Premier Books LLC
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United States
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