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 DNA of Constitutional Justice in Latin America by
Cover of the book The Nature of Life by
Cover of the book Copyright Class Struggle by
Cover of the book Advanced Structural Dynamics by
Cover of the book The Cambridge Companion to Scottish Literature by
Cover of the book Clinical Ethics in Anesthesiology by
Cover of the book Scientists Making a Difference by
Cover of the book Childhood Programs and Practices in the First Decade of Life by
Cover of the book Economic Justice and Natural Law by
Cover of the book The French Enlightenment and the Emergence of Modern Cynicism by
Cover of the book Global Capital and National Governments by
Cover of the book 21st Century Guidebook to Fungi by
Cover of the book New Views on an Old Planet by
Cover of the book American Grand Strategy and East Asian Security in the Twenty-First Century by
Cover of the book Reconceptualising Global Finance and its Regulation 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