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Games, learning, and society : learning and meaning in the digital age /

"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 thinke...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Steinkuehler, Constance, 1970-, Squire, Kurt, Barab, Sasha A.
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Cambridge : Cambridge University Press, 2012.
Colección:Learning in doing.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • 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.