Games, Learning, and Society Learning and Meaning in the Digital Age
List price: $64.95
Buy it from $41.97
This item qualifies for FREE shipping
*A minimum purchase of $35 is required. Shipping is provided via FedEx SmartPost® and FedEx Express Saver®. Average delivery time is 1 – 5 business days, but is not guaranteed in that timeframe. Also allow 1 - 2 days for processing. Free shipping is eligible only in the continental United States and excludes Hawaii, Alaska and Puerto Rico. FedEx service marks used by permission."Marketplace" orders are not eligible for free or discounted shipping.
30 day, 100% satisfaction guarantee
If an item you ordered from TextbookRush does not meet your expectations due to an error on our part, simply fill out a return request and then return it by mail within 30 days of ordering it for a full refund of item cost.
Learn more about our returns policy
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 age.
Rush Rewards U
You have reached 400 XP and carrot coins. That is the daily max!
Limited time offer:
Get the first one free!
All the information you need in one place! Each Study Brief is a summary of one specific subject; facts, figures, and explanations to help you learn faster.
List price: $64.95
Copyright year: 2012
Publisher: Cambridge University Press
Publication date: 6/11/2012
Size: 6.00" wide x 8.75" long x 1.00" tall
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|
|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|