Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives)

Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives)

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Product Description

Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives)

  • Used Book in Good Condition

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.

Technical Specifications

Country
USA
Brand
Cambridge University Press
Manufacturer
Cambridge University Press
Binding
Paperback
ItemPartNumber
31 b/w illus. 5 tables
ReleaseDate
2012-06-11T00:00:01Z
UnitCount
1
EANs
9780521144520