LEADER 01447nam--2200433---450- 001 990000469610203316 005 20051201110924.0 010 $a88-88283-03-X 035 $a0046961 035 $aUSA010046961 035 $a(ALEPH)000046961USA01 035 $a0046961 100 $a20010525d2004----km-y0itay0103----ba 101 $ait 102 $aITA 105 $a||||||||001yy 200 1 $aVicende artististiche fra Napoli e la Costa d'Amalfi in età moderna$fAntonio Braca 210 $aAmalfi$cPresso la sede del centro$d2004 215 $a380 p.$d24 cm 225 2 $aBiblioteca amalfitana 300 $aIn testa al front.: Centro di cultura e storia amalfitana 606 0 $aArte$yItalia meridionale$zSec. 16.-17. 676 $a709.4574 700 1$aBRACA,$bAntonio$039041 712 02$aCentro di cultura e storia amalfitana 801 0$aIT$bsalbc$gISBD 912 $a990000469610203316 951 $aXV.1.A. 1137(V G 1204)$b178823 L.M.$cV G$d00116637 959 $aBK 969 $aUMA 979 $aPATTY$b90$c20010525$lUSA01$h1133 979 $aPATTY$b90$c20010628$lUSA01$h1641 979 $c20020403$lUSA01$h1655 979 $aPATRY$b90$c20040406$lUSA01$h1632 979 $aCHIARA$b90$c20050714$lUSA01$h1130 979 $aCHIARA$b90$c20050714$lUSA01$h1131 979 $aCOPAT1$b90$c20051201$lUSA01$h1109 996 $aVicende artististiche fra Napoli e la Costa d'Amalfi in età moderna$9889203 997 $aUNISA 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,$d[2016] 210 4$d©2016 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