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Games, Learning, and Society
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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
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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