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"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"--
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Previews available in: English
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Games, Learning, and Society: Learning and Meaning in the Digital Age
2014, Cambridge University Press
in English
1139518224 9781139518222
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Games, Learning, and Society: Learning and Meaning in the Digital Age
2012, Cambridge University Press
in English
1139514725 9781139514729
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Games, learning, and society: learning and meaning in the digital age
2012, Cambridge University Press
in English
052119623X 9780521196239
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Games, Learning, and Society: Learning and Meaning in the Digital Age
2012, Cambridge University Press
in English
1139031120 9781139031127
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Games, Learning, and Society: Learning and Meaning in the Digital Age
2012, Cambridge University Press
in English
113951637X 9781139516372
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Games, Learning, and Society: Learning and Meaning in the Digital Age
2012, Cambridge University Press
in English
1139511912 9781139511919
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- Created November 19, 2022
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| November 19, 2022 | Created by ImportBot | Imported from Better World Books record |
