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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Bibliographic Details
Other Authors: Steinkuehler, Constance, 1970- (Editor), Squire, Kurt (Editor), Barab, Sasha A. (Editor)
Format: Electronic eBook
Language:English
Published: Cambridge : Cambridge University Press, 2012.
Series:Learning in doing.
Subjects:
Online Access:CONNECT
Description
Summary: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.
Item Description:Title from publisher's bibliographic system (viewed on 05 Oct 2015).
Physical Description:1 online resource (xxi, 464 pages) : digital, PDF file(s).
ISBN:9781139031127 (ebook)