Games, learning, and society : learning and meaning in the digital age
Resource Information
The work Games, learning, and society : learning and meaning in the digital age represents a distinct intellectual or artistic creation found in University of Liverpool. This resource is a combination of several types including: Work, Language Material, Books.
The Resource
Games, learning, and society : learning and meaning in the digital age
Resource Information
The work Games, learning, and society : learning and meaning in the digital age represents a distinct intellectual or artistic creation found in University of Liverpool. This resource is a combination of several types including: Work, Language Material, Books.
- Label
- Games, learning, and society : learning and meaning in the digital age
- Title remainder
- learning and meaning in the digital age
- Statement of responsibility
- edited by Constance Steinkuehler, Kurt Squire, Sasha Barab
- Title variation
- Games, Learning, & Society
- Language
- eng
- 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
- Cataloging source
- UkCbUP
- Dewey number
- 794.8
- Index
- index present
- LC call number
- GV1469.3
- LC item number
- .G423 2012
- Literary form
- non fiction
- Nature of contents
- dictionaries
- Series statement
- Learning in doing : social, cognitive and computational perspectives
Context
Context of Games, learning, and society : learning and meaning in the digital ageWork of
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- Games, learning, and society : learning and meaning in the digital age, edited by Constance Steinkuehler, Kurt Squire, Sasha Barab
- Games, learning, and society : learning and meaning in the digital age, edited by Constance Steinkuehler, Kurt Squire, Sasha Barab
- Games, learning, and society : learning and meaning in the digital age, edited by Constance Steinkuehler, Kurt Squire, Sasha Barab
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<div class="citation" vocab="http://schema.org/"><i class="fa fa-external-link-square fa-fw"></i> Data from <span resource="http://link.liverpool.ac.uk/resource/rZzHBK_fG3w/" typeof="CreativeWork http://bibfra.me/vocab/lite/Work"><span property="name http://bibfra.me/vocab/lite/label"><a href="http://link.liverpool.ac.uk/resource/rZzHBK_fG3w/">Games, learning, and society : learning and meaning in the digital age</a></span> - <span property="potentialAction" typeOf="OrganizeAction"><span property="agent" typeof="LibrarySystem http://library.link/vocab/LibrarySystem" resource="http://link.liverpool.ac.uk/"><span property="name http://bibfra.me/vocab/lite/label"><a property="url" href="http://link.liverpool.ac.uk/">University of Liverpool</a></span></span></span></span></div>