Games, Learning, and Society : Learning and Meaning in the Digital Age
Book Details
Format
Hardback or Cased Book
ISBN-10
052119623X
ISBN-13
9780521196239
Publisher
Cambridge University Press
Imprint
Cambridge University Press
Country of Manufacture
US
Country of Publication
GB
Publication Date
Jun 11th, 2012
Print length
480 Pages
Weight
77 grams
Dimensions
23.10 x 16.20 x 3.10 cms
Product Classification:
Educational equipment & technology, computer-aided learning (CAL)
Ksh 15,100.00
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This volume covers major topics in the field of video games and learning. Written by some of the most influential thinkers in the field, it argues that video games are an important medium for shaping how people - young and old alike - think and learn 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 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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