TY - BOOK AU - Steinkuehler,Constance AU - Squire,Kurt AU - Barab,Sasha TI - Games, Learning, and Society: Learning and Meaning in the Digital Age T2 - Learning in Doing: Social, Cognitive and Computational Perspectives SN - 9781139031127 (ebook) AV - GV1469.3 .G423 2012 U1 - 794.8 23 PY - 2012/// CY - Cambridge PB - Cambridge University Press KW - Learning, Psychology of N1 - Title from publisher's bibliographic system (viewed on 04 Apr 2016) N2 - 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 UR - http://dx.doi.org/10.1017/CBO9781139031127 ER -