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Games, learning, and society

  1. Title statementGames, learning, and society : learning and meaning in the digital age / edited by Constance Steinkuehler, Kurt Squire, Sasha Barab
    PublicationCambridge : Cambridge University Press, 2012
    Phys.des.1 online zdroj (xxi, 464 stran) : ilustrace
    ISBN9781139518222 (online ; pdf)
    1139518224
    9781139031127
    1139031120
    EditionLearning in doing : social, cognitive, and computational perspectives
    Internal Bibliographies/Indexes NoteObsahuje bibliografické odkazy a rejstřík
    Content noteSection I.
    Games as designed experience.
    1.
    Introduction to section I / 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, with Kurt Squire and Sarah Chu, interviewers --
    9.
    Yomi : spies of the mind / David Sirlin.. Section II.
    Games as emergent culture.
    10.
    Introduction to section II / 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.. Section III.
    Games as a twenty-first-century curriculum.
    17.
    Introduction to section III / Sasha Barab --
    18.
    Prediction and explanation as design mechanics in conceptually integrated digital games to help players articulate the tacit understandings they build through game play / 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 Kylie 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.
    Notes to AvailabilityPřístup pouze pro oprávněné uživatele
    NoteZpůsob přístupu: World Wide Web
    DefektyeBooks on EBSCOhost
    Another responsib. Steinkuehler, Constance, 1970- (editor)
    Squire, Kurt (editor)
    Barab, Sasha A. (editor)
    Subj. Headings videohry video games * psychologické aspekty psychological aspects * sociální aspekty social aspects
    Form, Genre elektronické knihy electronic books
    Conspect794 - Deskové a stolní hry, logické hry, hry zručnosti
    UDC 794:004.51 , 304 , 159.9 , (0.034.2:08)
    CountryAnglie
    Languageangličtina
    Document kindElectronic sources
    URLhttp://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=458667
    book

    book


    "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"--

Number of the records: 1  

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