TitleGames, learning, and society : learning and meaning in the digital age / edited by Constance Steinkuehler, Kurt Squire, Sasha Barab
Imprint New York : Cambridge University Press, 2012
Descript xxi, 464 p. : ill. ; 24 cm

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


CONTENT

Games as designed experience : Introduction to section I ; Designed cultures ; Theme is not meaning: who decides what a game ; Our cheatin' hearts ; Playing the odds ; Nurturing lateral leaps in game design ; Uncharted 2: among thieves - how to become a hero -- Intervies with harmonix -- Yomi: spies of the mind -- Games as emergent culture : Introduction to section II ; 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 versus: architecture: Second life, Sociality, and the human ; Participatory media spaces: a design perspective on learning with media and technology in the twenty-first century -- Games as twenty-first-century curriculem : Introduction to section III ; Prediction and explanation as design mechanics in conceptually integrated digital games to help playes articulate the tacit understandings they build through game play ; Game-based curricula, personal engagement, and the Modern prometheus design project ; Discovering familiar places: learning through mobile place-based games ; Developing gaming 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


SUBJECT

  1. Video games -- Study and teaching
  2. Video games -- Psychological aspects
  3. Learning
  4. Psychology of
  5. Video games -- Design
  6. Video games -- Social aspects

LOCATIONCALL#STATUS
Central Library (5th Floor)794.8 G192 CHECK SHELVES
Education Library794.8 G423 CHECK SHELVES