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Games, Learning, and Society Learning and Meaning in the Digital Age

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ISBN-10: 0521144523

ISBN-13: 9780521144520

Edition: 2012

Authors: Sasha Barab, Kurt Squire, Constance Steinkuehler

List price: $66.95
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Description:

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…    
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Book details

List price: $66.95
Copyright year: 2012
Publisher: Cambridge University Press
Publication date: 6/11/2012
Binding: Paperback
Pages: 490
Size: 5.98" wide x 8.90" long x 1.30" tall
Weight: 1.430
Language: English

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.

Games as Designed Experience:
Videogames as designed experience: section one
Designed cultures
Theme is not meaning: who decides what a game is about?
Our cheatin' hearts
Playing the odds
Nurturing lateral leaps in game design
Uncharted 2: among thieves - how to become a hero
Interview with harmonix
Yomi: spies of the mind
Games as Emergent Culture:
Videogames as emergent culture: section two
Nurturing affinity spaces and game-based learning
Apprenticeship in massively multiplayer online games
Theorycrafting: the art and science of using numbers to interpret the world
Culture and community in a virtual world for young children
Culture vs. architecture: second life, sociality, and the human
Participatory media spaces: a design perspective on learning with media and technology in the twenty-first century Erica
Games as a Twenty-First-Century Curriculum:
Videogames as a twenty-first-century curriculum: section three
Prediction and explanation as design mechanics in conceptually integrated digital games to help players articulate the tacit understandings they build through gameplay
Game-based curricula, personal engagement, and the modern prometheus design project
Discovering familiar places: learning through mobile place-based games
Developing game fluencies with scratch: realizing game design as an artistic process
'Freakin' hard': game design and issue literacy
Models of situated action: computer games and the problem of transfer