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00000cam a22000004a 4500 |
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musev2_57564 |
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MdBmJHUP |
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20230905045916.0 |
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m o d |
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180205s2018 sz o 00 0 eng d |
020 |
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|a 9780262344579
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020 |
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|z 9780262037464
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|z 0262344572
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035 |
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|a (OCoLC)1021803829
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040 |
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|a MdBmJHUP
|c MdBmJHUP
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100 |
1 |
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|a Siyahhan, Sinem.
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245 |
1 |
0 |
|a Families at Play :
|b Connecting and Learning through Video Games /
|c Sinem Siyahhan and Elisabeth Gee.
|
264 |
|
1 |
|a Cambridge, Massachusetts :
|b The MIT Press,
|c [2018]
|
264 |
|
3 |
|a Baltimore, Md. :
|b Project MUSE,
|c 2018
|
264 |
|
4 |
|c ©[2018]
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300 |
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|a 1 online resource (216 pages).
|
336 |
|
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|a text
|b txt
|2 rdacontent
|
337 |
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|a computer
|b c
|2 rdamedia
|
338 |
|
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|a online resource
|b cr
|2 rdacarrier
|
490 |
0 |
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|a John D. and Catherine T. MacArthur Foundation series on digital media and learning
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505 |
0 |
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|a A new perspective on games and families -- Strengthening family relations -- Family learning and video games -- Understanding oneself, each other, and the world -- Developing a learning culture through gaming -- Designing for intergenerational play.
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520 |
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|a "How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Educators and game designers should take note"--The publisher.
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588 |
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|a Description based on print version record.
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650 |
|
7 |
|a Video games
|x Social aspects.
|2 fast
|0 (OCoLC)fst01166440
|
650 |
|
7 |
|a Intergenerational communication.
|2 fast
|0 (OCoLC)fst00976250
|
650 |
|
7 |
|a Family recreation.
|2 fast
|0 (OCoLC)fst00920470
|
650 |
|
7 |
|a Communication in families.
|2 fast
|0 (OCoLC)fst01728100
|
650 |
|
7 |
|a GAMES
|x Board.
|2 bisacsh
|
650 |
|
6 |
|a Communication entre generations.
|
650 |
|
6 |
|a Communication dans la famille.
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650 |
|
6 |
|a Familles
|x Loisirs.
|
650 |
|
6 |
|a Jeux video
|x Aspect social.
|
650 |
|
0 |
|a Intergenerational communication.
|
650 |
|
0 |
|a Communication in families.
|
650 |
|
0 |
|a Family recreation.
|
650 |
|
0 |
|a Video games
|x Social aspects.
|
655 |
|
7 |
|a Electronic books.
|2 local
|
700 |
1 |
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|a Gee, Elisabeth,
|e author.
|
710 |
2 |
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|a Project Muse.
|e distributor
|
830 |
|
0 |
|a Book collections on Project MUSE.
|
856 |
4 |
0 |
|z Texto completo
|u https://projectmuse.uam.elogim.com/book/57564/
|
945 |
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|a Project MUSE - Custom Collection
|
945 |
|
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|a Project MUSE - 2018 Complete
|
945 |
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|a Project MUSE - 2018 Global Cultural Studies
|