LEADER 01456nam0 22003251i 450 001 SUN0008125 005 20160316022851.495 010 $a88-204-9470-1 020 $aIT$b96 6312 100 $a20020830d1995 |0itac50 ba 101 $aita 102 $aIT 105 $a|||| ||||| 200 1 $aDisoccupazione e strategie per l'occupazione in Europa$fa cura di Luigi Frey$gscritti in memoria di Ezio Tarantelli di N. Acocella ... [et al.] 210 $aMilano$cAngeli$d[1995] 215 $a260 p.$d22 cm. 461 1$1001SUN0000815$12001 $a*Quaderni di economia del lavoro$fpromosso da Luigi Frey$v52$1205 $aAnno 1, n. 1 (1975)- $1207 $aMilano : F. Angeli, 1975-$1210 $avolumi$a22 cm$1215 $aSemestrale dal 2012 606 $aOccupazione e disoccupazione$xEuropa$2FI$3SUNC004778 620 $dMilano$3SUNL000284 676 $a331.1094$v21 702 1$aTarantelli$b, Ezio$3SUNV003591 702 1$aFrey$b, Luigi$3SUNV006361 702 1$aAcocella$b, Nicola$3SUNV006582 712 $aAngeli$3SUNV000073$4650 801 $aIT$bSOL$c20181109$gRICA 912 $aSUN0008125 950 $aUFFICIO DI BIBLIOTECA DEL DIPARTIMENTO DI GIURISPRUDENZA$d00 CONS XX.Eh.8 $e00 10258 995 $aUFFICIO DI BIBLIOTECA DEL DIPARTIMENTO DI GIURISPRUDENZA$h10258$kCONS XX.Eh.8$op$qa 996 $aDisoccupazione e strategie per l'occupazione in Europa$9659519 997 $aUNICAMPANIA LEADER 02239nam 2200553 450 001 9910157805503321 005 20230808201251.0 010 $a0-262-33696-0 010 $a0-262-33695-2 035 $a(CKB)3710000001009467 035 $a(MiAaPQ)EBC4776506 035 $a(EXLCZ)993710000001009467 100 $a20160622h20162016 uy| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 10$aConnected gaming $ewhat making video games can teach us about learning and literacy /$fYasmin B. Kafai and Quinn Burke ; foreword by Constance Steinkuehler 210 1$aCambridge, MA :$cThe MIT Press,$d[2016] 210 4$dİ2016 215 $a1 online resource (221 pages) $cillustrations 225 1 $aThe John D. and Catherine T. MacArthur Foundation series on digital media and learning 311 $a0-262-03537-5 320 $aIncludes bibliographical references and index. 327 $aIntroduction -- The serious side : making games for learning -- The social side : making games together beats making them alone -- The cultural side : rethinking access and participation in gaming -- The tangible side : merging old materials with new interfaces for gaming -- The creative side : tools for modding and making games -- Connected gaming for all. 410 0$aJohn D. and Catherine T. MacArthur Foundation series on digital media and learning. 606 $aVideo games in education 606 $aComputers and children 606 $aComputer programming$xStudy and teaching 606 $aVideo games$xDesign 606 $aConstructivism (Education) 606 $aLearning, Psychology of 615 0$aVideo games in education. 615 0$aComputers and children. 615 0$aComputer programming$xStudy and teaching. 615 0$aVideo games$xDesign. 615 0$aConstructivism (Education) 615 0$aLearning, Psychology of. 676 $a371.33/46696 700 $aKafai$b Yasmin B.$01038902 702 $aBurke$b Quinn$f1976- 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910157805503321 996 $aConnected gaming$92670346 997 $aUNINA