Ebook: Games, Learning, and Society: Learning and Meaning in the Digital Age
- Tags: Video Electronic Games Puzzles Humor Entertainment Psychology Counseling Adolescent Applied Child Creativity Genius Developmental Experimental Forensic History Medicine Mental Illness Neuropsychology Occupational Organizational Pathologies Personality Physiological Aspects Psychiatry Psychoanalysis Psychopharmacology Psychotherapy TA NLP Reference Research Sexuality Social Interactions Testing Measurement Health Fitness Dieting Almanacs Yearbooks Atlases Maps Careers Catalogs Directories Consume
- Series: Learning in Doing: Social Cognitive and Computational Perspectives
- Year: 2012
- Publisher: Cambridge University Press
- Edition: 0
- Language: English
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This volume is the first reader on videogames and learning of its kind. Covering game design, game culture, and games as 21st 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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