000 02174nam a22003737a 4500
001 sulb-eb0016991
003 BD-SySUS
005 20160405140627.0
008 110222s2012||||enk o ||1 0|eng|d
020 _a9781139031127 (ebook)
020 _z9780521196239 (hardback)
020 _z9780521144520 (paperback)
040 _aUkCbUP
_beng
_erda
_cUkCbUP
_dBD-SySUS.
050 0 0 _aGV1469.3
_b.G423 2012
082 0 0 _a794.8
_223
245 0 0 _aGames, Learning, and Society :
_bLearning and Meaning in the Digital Age /
_cedited by Constance Steinkuehler, Kurt Squire, Sasha Barab.
246 3 _aGames, Learning, & Society
264 1 _aCambridge :
_bCambridge University Press,
_c2012.
300 _a1 online resource (490 pages) :
_bdigital, PDF file(s).
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
490 0 _aLearning in Doing: Social, Cognitive and Computational Perspectives
500 _aTitle from publisher's bibliographic system (viewed on 04 Apr 2016).
520 _aThis 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.
650 0 _aLearning, Psychology of
700 1 _aSteinkuehler, Constance,
_eeditor.
700 1 _aSquire, Kurt,
_eeditor.
700 1 _aBarab, Sasha,
_eeditor.
776 0 8 _iPrint version:
_z9780521196239
830 0 _aLearning in Doing: Social, Cognitive and Computational Perspectives.
856 4 0 _uhttp://dx.doi.org/10.1017/CBO9781139031127
942 _2Dewey Decimal Classification
_ceBooks
999 _c38429
_d38429