Cargando…

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...

Descripción completa

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:
  • Cover; Games, Learning, and Society; Series; Title; Copyright; Contents; Contributors; Series Foreword; Foreword; Acknowledgments; Section I: Games as Designed Experience; 1: Introduction to Section I; 2: Designed Cultures; Apolyton University; During Action Reports: Cognitive Artifacts That Organize Practice; Design Thinking; Designing CivIV; Designing Education for Participation; Notes; References; 3: Theme Is Not Meaning: Who Decides What a Game Is About?; Mechanics Give Meaning; Seeing Past the Theme; Uniting Theme and Mechanics; A Perfect Union; Does Civilization Fail?; Why Theme Matters.
  • 4: Our Cheatin' HeartsTrust Me; Show the Mechanics; Cheating in Civilization; Perception Is Reality; 5: Playing the Odds; Failing at Probability; Leveling the Field; Where Luck Fails; Probability Is Content; Showing the Odds; 6: Nurturing Lateral Leaps in Game Design; SimCity; Instances of Games versus Kinds of Games; The Evolution of Game-Making Processes in Action; The Battle Against Complexity and the Control of Information in Making Bigger and Better Instances of Games; Embracing Complexity and Making New Kinds of Games; Educational Games; Valve; Conclusion; Notes; References.
  • 7: Uncharted 2: Among Thieves
  • How to Become a HeroIntroduction to Uncharted 2; Full Disclosure: Drew Davidson; Narrative and Game-Play Analysis; Meaning and Mastery; Ludic Narrans; Playing Well; References; 8: Interview with Harmonix; 9: Yomi: Spies of the Mind; Yomi; Yomi Layers; Example of Yomi Layer 3 from Virtua Fighter 3; Section II: Games as Emergent Culture; 10: Introduction to Section II; References; 11: Nurturing Affinity Spaces and Game-Based Learning; Games and Learning; Affinity Spaces; Features of Affinity Spaces; Content, Knowledge, and Choice; The Pareto Principle; References.
  • 12: Apprenticeship in Massively Multiplayer Online GamesCognition as (Inter)Action; Apprenticeship; Research Methods; Context of the Research; Data Collection: Cognitive Ethnography; Analytical Method; Analysis One: Learning How to Hunt Mithril; Analysis Two: Learning How to Group Heal; Analysis Three: Learning How to Hunt Solo; Findings; Apprenticeship as Social Interaction; Apprenticeship into Practices; Apprenticeship into Values; Conclusions; References; 13: Theorycrafting: The Art and Science of Using Numbers to Interpret the World; Encountering the Big Bad Wolf.
  • Theorycrafting for RoguesSpreadsheet Metagame; Napkin Math; Theorycrafting for Priests; Strategies of Interpretation; Validity and Reliability; Educating Others About Interpreting Tools; Discussion; Work; School; Conclusion; Notes; References; 14: Culture and Community in a Virtual World for Young Children; Sociocultural Theory, Learning, and Culture in Virtual Worlds; Related Research; Methods; Webkinz World; Webkinz; Kindness, Caring, and Consumption: Culture in Webkinz World; Communication in Webkinz World; Searching for Community in Webkinz World; Community Beyond Webkinz World; Conclusion: Sociocultural Theories of Learning and WW.
  • Games, Learning, and Society
  • Series
  • Title
  • Contributors
  • Series Foreword
  • Foreword
  • Section I. : Games as Designed Experience
  • 1. : Introduction to Section I
  • 2. : Designed Cultures
  • Apolyton University
  • During Action Reports: Cognitive Artifacts That Organize Practice
  • Design Thinking
  • Designing CivIV
  • Designing Education for Participation
  • Notes
  • 3. : Theme Is Not Meaning: Who Decides What a Game Is About
  • Mechanics Give Meaning
  • Seeing Past the Theme
  • Unit ing. Theme and Mechanics
  • A Perfect Union
  • Does Civilization Fail
  • Why Theme Matters.
  • 4. : Our Cheatin' HeartsTrust Me
  • Show the Mechanics
  • Cheating in Civilization
  • Perception Is Reality
  • 5. : Playing the Odds
  • Failing at Probability
  • Leveling the Field
  • Where Luck Fails
  • Probability Is Content
  • Showing the Odds
  • 6. : Nurturing Lateral Leaps in Game Design
  • SimCity
  • Instances of Games versus Kinds of Games
  • The Evolution of Game-Making Processes in Action
  • The Battle Against Complexity and the Control of Information in Making Bigger and Better Instances of Games
  • Embracing Complexity and Making New Kinds of Games
  • Educational Games
  • Valve
  • Conclusion
  • Notes.
  • 7. : Uncharted 2: Among Thieves
  • How to Become a HeroIntroduction to Uncharted 2
  • Full Disclosure: Drew Davidson
  • Narrative and Game-Play Analysis
  • Meaning and Mastery
  • Ludic Narrans
  • Playing Well
  • 8. : Interview with Harmonix
  • 9. : Yomi: Spies of the Mind
  • Yomi
  • Yomi Layers
  • Example of Yomi Layer 3 from Virtua Fighter 3
  • Section II. : Games as Emergent Culture
  • 10. : Introduction to Section II
  • 11. : Nurturing Affinity Spaces and Game-Based Learning
  • Games and Learning
  • Affinity Spaces
  • Features of Affinity Spaces
  • Content, Knowledge, and Choice
  • The Pareto Principle.
  • 12. : Apprenticeship in Massively Multiplayer Online GamesCognition as (Inter)Action
  • Apprenticeship
  • Research Methods
  • Context of the Research
  • Data Collection: Cognitive Ethnography
  • Analytical Method
  • Analysis One: Learning How to Hunt Mithril
  • Analysis Two: Learning How to Group Heal
  • Analysis Three: Learning How to Hunt Solo
  • Findings
  • Apprenticeship as Social Interaction
  • Apprenticeship into Practices
  • Apprenticeship into Values
  • Conclusions
  • 13. : Theorycrafting: The Art and Science of Using Numbers to Interpret the World
  • Encountering the Big Bad Wolf.
  • Theorycrafting for RoguesSpreadsheet Metagame
  • Napkin Math
  • Theorycrafting for Priests
  • Strategies of Interpretation
  • Validity and Reliability
  • Educating Others About Interpreting Tools
  • Discussion
  • Work
  • School
  • Conclusion
  • Notes
  • 14. : Culture and Community in a Virtual World for Young Children
  • Sociocultural Theory, Learning, and Culture in Virtual Worlds
  • Related Research
  • Methods
  • Webkinz World
  • Webkinz
  • Kindness, Caring, and Consumption: Culture in Webkinz World
  • Communication in Webkinz World
  • Searching for Community in Webkinz World
  • Community Beyond Webkinz World.
  • Conclusion: Sociocultural Theories of Learning and WW.