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E-book

Title Games, learning, and society : learning and meaning in the digital age / edited by Constance Steinkuehler, Kurt Squire, Sasha Barab
Published Cambridge : Cambridge University Press, 2012

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Description 1 online resource (xxi, 464 pages) : illustrations
Series Learning in doing : social, cognitive, and computational perspectives
Learning in doing.
Contents Part I. Games as Designed Experience : Videogames as designed experience : section one / Kurt Squire -- Designed cultures / Kurt Squire -- Theme is not meaning : who decides what a game is about? / Soren Johnson -- Our cheatin' hearts / Soren Johnson -- Playing the odds / Soren Johnson -- Nurturing lateral leaps in game design / Nathan McKenzie -- Uncharted : among thieves : how to become a hero / Drew Davidson, Richard Lemarchand -- Interview with harmonix / Greg Lopiccolo, Kurt Squire, Sarah Chu -- Yomi : spies of the mind / David Sirlin -- Part II. Games as Emergent Culture : Videogames as emergent culture : section two / Constance Steinkuehler -- Nurturing affinity spaces and game-based learning / James Paul Gee, Elisabeth Hayes -- Apprenticeship in massively multiplayer online games / Constance Steinkuehler, Yoonsin Oh -- Theorycrafting : the art and science of using numbers to interpret the world / Trina Choontanom, Bonnie Nardi -- Culture and community in a virtual world for young children / Rebecca W. Black, Stephanie M. Reich -- Culture vs. architecture : second life, sociality, and the human / Thomas M. Malaby -- Participatory media spaces : a design perspective on learning with media and technology in the twenty-first century / Erica Rosenfeld Halverson -- Part III. Games as a Twenty-First-Century Curriculum : Videogames as a twenty-first-century curriculum : section three / Sasha Barab -- Prediction and explanation as design mechanics in conceptually integrated digital games to help players articulate the tacit understandings they build through gameplay Douglas B. Clark and Mario Martinez-Garza -- Game-based curricula, personal engagement, and the modern prometheus design project / Sasha Barab, Patrick Pettyjohn, Melissa Gresalfi, Maria Solomou -- Discovering familiar places : learning through mobile place-based games / Bob Coulter, Eric Klopfer, Josh Sheldon, Judy Perry -- Developing game fluencies with scratch : realizing game design as an artistic process / Yasmin B. Kafai, Kyle A. Peppler -- Freakin' hard : game design and issue literacy / Colleen Macklin, John Sharp -- Models of situated action : computer games and the problem of transfer / David Williamson Shaffer
Summary "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"-- Provided by publisher
Bibliography Includes bibliographical references and index
Notes Print version record
Subject Video games -- Study and teaching
Video games -- Psychological aspects
Learning, Psychology of.
Video games -- Design
Video games -- Social aspects
GAMES -- Video & Electronic.
Learning, Psychology of
Video games -- Design
Video games -- Psychological aspects
Video games -- Social aspects
Videospiel
Lernen
Design
Interaktion
Form Electronic book
Author Steinkuehler, Constance, 1970-
Squire, Kurt.
Barab, Sasha A.
ISBN 9781139518222
1139518224
9781139031127
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1280775017
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9786613685407
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