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 thinke...

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Bibliographic Details
Main Authors: Steinkuehler, Constance, 1970- editor, Squire, Kurt, editor, Barab, Sasha A., editor
Format:
Language:eng
Published: Cambridge : Cambridge University Press, 2012
Subjects:
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author Steinkuehler, Constance, 1970- editor
Squire, Kurt, editor
Barab, Sasha A., editor
author_facet Steinkuehler, Constance, 1970- editor
Squire, Kurt, editor
Barab, Sasha A., editor
author_sort Steinkuehler, Constance, 1970- editor
collection OCEAN
description "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"--provided by publisher.
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spelling KOHA-OAI-TEST:5141372020-12-19T17:19:05ZGames, learning, and society : learning and meaning in the digital age / Steinkuehler, Constance, 1970- editor Squire, Kurt, editor Barab, Sasha A., editor Cambridge : Cambridge University Press,2012eng"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"--provided by publisher.Includes bibliographical references and index"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"--provided by publisher.PSZJBLVideo gamesVideo gamesVideo gamesVideo gamesURN:ISBN:9780521196239URN:ISBN:9780521144520
spellingShingle Video games
Video games
Video games
Video games
Steinkuehler, Constance, 1970- editor
Squire, Kurt, editor
Barab, Sasha A., editor
Games, learning, and society : learning and meaning in the digital age /
title Games, learning, and society : learning and meaning in the digital age /
title_full Games, learning, and society : learning and meaning in the digital age /
title_fullStr Games, learning, and society : learning and meaning in the digital age /
title_full_unstemmed Games, learning, and society : learning and meaning in the digital age /
title_short Games, learning, and society : learning and meaning in the digital age /
title_sort games learning and society learning and meaning in the digital age
topic Video games
Video games
Video games
Video games
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