Games, Learning, and Society

Learning and Meaning in the Digital Age

Nonfiction, Reference & Language, Education & Teaching, Health & Well Being, Psychology, Social & Cultural Studies, Social Science
Cover of the book Games, Learning, and Society by , Cambridge University Press
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: ISBN: 9781139507752
Publisher: Cambridge University Press Publication: June 11, 2012
Imprint: Cambridge University Press Language: English
Author:
ISBN: 9781139507752
Publisher: Cambridge University Press
Publication: June 11, 2012
Imprint: Cambridge University Press
Language: English

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.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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.

More books from Cambridge University Press

Cover of the book The Cambridge History of Ireland: Volume 3, 1730–1880 by
Cover of the book Youth Movements and Elections in Eastern Europe by
Cover of the book Basic Practical Skills in Obstetrics and Gynaecology by
Cover of the book The Cambridge Companion to Natural Law Jurisprudence by
Cover of the book Foundations of Comparative Politics by
Cover of the book Marmot Biology by
Cover of the book Case Studies in Neuropalliative Care by
Cover of the book Water Resources Planning and Management by
Cover of the book Educational Psychology and the Internet by
Cover of the book Levels of Personality by
Cover of the book Materials Development in Language Teaching by
Cover of the book Stesichorus in Context by
Cover of the book Forensic Facial Reconstruction by
Cover of the book Trauma and Forgiveness by
Cover of the book Automated Planning and Acting by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy