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! Fee Download Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives)

Fee Download Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives)

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Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives)

Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives)



Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives)

Fee Download Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives)

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Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives)

This volume is the first reader on videogames and learning of its kind. Covering game design, game culture, and games as 21st 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.

  • Sales Rank: #1228272 in Books
  • Brand: Brand: Cambridge University Press
  • Published on: 2012-06-11
  • Released on: 2012-09-06
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.98" h x 1.10" w x 5.98" l, 1.45 pounds
  • Binding: Paperback
  • 490 pages
Features
  • Used Book in Good Condition

About the Author
Constance Steinkuehler is an Assistant Professor of Educational Communications and Technology at the University of Wisconsin, Madison. She is currently on leave to serve as a Senior Policy Analyst at the Office of Science and Technology Policy in the Executive Office of the President to advise on national initiatives related to games and learning.

Kurt Squire is an Associate Professor of Educational Communications and Technology at the University of Wisconsin, Madison. He is the Director of the Educational Research Integration Area at the Morgridge Institute for Research, a design and research lab that makes scientific discovery visible through the development of games and simulations for public understanding.

Sasha Barab is a Professor in the Teachers College at Arizona State University, where he also holds the Pinnacle West Presidential Chair and is a Founding Senior Scientist and Scholar of the Learning Sciences Institute.

Most helpful customer reviews

5 of 5 people found the following review helpful.
A diverse, contemporary perspective on gaming and learning in the 21st century
By EO
This book is a fascinating collection of pieces on videogames and learning in the 21st century, representing a huge range of perspectives. It thoroughly explores the crossroads of commercial videogames, educational game design, and online affinity spaces -- from interviews on design with commercial industry leaders (think Firaxis), to quantified ethnographies on virtual world cognitive apprenticeships, to assessment of fandom (legitimate peripheral participation in participatory culture via modding and forum contributions). A lovely collaboration from many different voices across academia, media design, education, and industry, this book is a must-have for anyone intrigued with digital media-based learning, design, or scholarship.

0 of 2 people found the following review helpful.
No Problem
By Acquisitions, UNLV Libraries
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