Games, Learning, and Society : Learning and Meaning in the Digital Age / Edited by Constance Steinkuehler, Kurt Squire, Sasha Barab.
Series: Learning in Doing: Social, Cognitive and Computational Perspectives | Learning in Doing: Social, Cognitive and Computational PerspectivesPublisher: Cambridge : Cambridge University Press, 2012Description: 1 online resource (490 pages) : digital, PDF file(s)Content type:- text
- computer
- online resource
- 9781139031127
- Games, Learning, & Society
| Item type | Current library | Home library | Call number | Materials specified | Copy number | Status | Date due | Barcode | |
|---|---|---|---|---|---|---|---|---|---|
| AM | PERPUSTAKAAN TUN SERI LANANG | PERPUSTAKAAN TUN SERI LANANG KOLEKSI AM-P. TUN SERI LANANG (ARAS 5) | ebook (Browse shelf(Opens below)) | 1 | Available |
Title from publisher's bibliographic system (viewed on 08 Oct 2015).
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.
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