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Games, learning, and society : learning and meaning in the digital age / / edited by Constance Steinkuehler, Kurt Squire, Sasha Barab [[electronic resource]]
Games, learning, and society : learning and meaning in the digital age / / edited by Constance Steinkuehler, Kurt Squire, Sasha Barab [[electronic resource]]
Pubbl/distr/stampa Cambridge : , : Cambridge University Press, , 2012
Descrizione fisica 1 online resource (xxi, 464 pages) : digital, PDF file(s)
Disciplina 794.8
Collana Learning in doing : social, cognitive and computational perspectives
Soggetto topico Video games - Study and teaching
Video games - Psychological aspects
Learning, Psychology of
Video games - Design
Video games - Social aspects
ISBN 1-107-22352-0
1-139-50775-3
1-280-77501-7
9786613685407
1-139-51729-5
1-139-03112-0
1-139-51472-5
1-139-51379-6
1-139-51637-X
1-139-51822-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Machine generated contents note: Part I. Games as Designed Experience: 1. Videogames as designed experience: section one Kurt Squire; 2. Designed cultures Kurt Squire; 3. Theme is not meaning: who decides what a game is about? Soren Johnson; 4. Our cheatin' hearts Soren Johnson; 5. Playing the odds Soren Johnson; 6. Nurturing lateral leaps in game design Nathan McKenzie; 7. Uncharted 2: among thieves - how to become a hero Drew Davidson and Richard Lemarchand; 8. Interview with harmonix Greg Lopiccolo, Kurt Squire and Sarah Chu; 9. Yomi: spies of the mind David Sirlin; Part II. Games as Emergent Culture: 10. Videogames as emergent culture: section two Constance Steinkuehler; 11. Nurturing affinity spaces and game-based learning James Paul Gee and Elisabeth Hayes; 12. Apprenticeship in massively multiplayer online games Constance Steinkuehler and Yoonsin Oh; 13. Theorycrafting: the art and science of using numbers to interpret the world Trina Choontanom and Bonnie Nardi; 14. Culture and community in a virtual world for young children Rebecca W. Black and Stephanie M. Reich; 15. Culture vs. architecture: second life, sociality, and the human Thomas M. Malaby; 16. Participatory media spaces: a design perspective on learning with media and technology in the twenty-first century Erica Rosenfeld Halverson; Part III. Games as a Twenty-First-Century Curriculum: 17. Videogames as a twenty-first-century curriculum: section three Sasha Barab; 18. Prediction and explanation as design mechanics in conceptually integrated digital games to help players articulate the tacit understandings they build through gameplay Douglas B. Clark and Mario Martinez-Garza; 19. Game-based curricula, personal engagement, and the modern prometheus design project Sasha Barab, Patrick Pettyjohn, Melissa Gresalfi and Maria Solomou; 20. Discovering familiar places: learning through mobile place-based games Bob Coulter, Eric Klopfer, Josh Sheldon and Judy Perry; 21. Developing game fluencies with scratch: realizing game design as an artistic process Yasmin B. Kafai and Kyle A. Peppler; 22. 'Freakin' hard': game design and issue literacy Colleen Macklin and John Sharp; 23. Models of situated action: computer games and the problem of transfer David Williamson Shaffer.
Altri titoli varianti Games, Learning, & Society
Record Nr. UNINA-9910461932803321
Cambridge : , : Cambridge University Press, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Games, learning, and society : learning and meaning in the digital age / / edited by Constance Steinkuehler, Kurt Squire, Sasha Barab [[electronic resource]]
Games, learning, and society : learning and meaning in the digital age / / edited by Constance Steinkuehler, Kurt Squire, Sasha Barab [[electronic resource]]
Pubbl/distr/stampa Cambridge : , : Cambridge University Press, , 2012
Descrizione fisica 1 online resource (xxi, 464 pages) : digital, PDF file(s)
Disciplina 794.8
Collana Learning in doing : social, cognitive and computational perspectives
Soggetto topico Video games - Study and teaching
Video games - Psychological aspects
Learning, Psychology of
Video games - Design
Video games - Social aspects
ISBN 1-107-22352-0
1-139-50775-3
1-280-77501-7
9786613685407
1-139-51729-5
1-139-03112-0
1-139-51472-5
1-139-51379-6
1-139-51637-X
1-139-51822-4
Classificazione PSY000000
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Machine generated contents note: Part I. Games as Designed Experience: 1. Videogames as designed experience: section one Kurt Squire; 2. Designed cultures Kurt Squire; 3. Theme is not meaning: who decides what a game is about? Soren Johnson; 4. Our cheatin' hearts Soren Johnson; 5. Playing the odds Soren Johnson; 6. Nurturing lateral leaps in game design Nathan McKenzie; 7. Uncharted 2: among thieves - how to become a hero Drew Davidson and Richard Lemarchand; 8. Interview with harmonix Greg Lopiccolo, Kurt Squire and Sarah Chu; 9. Yomi: spies of the mind David Sirlin; Part II. Games as Emergent Culture: 10. Videogames as emergent culture: section two Constance Steinkuehler; 11. Nurturing affinity spaces and game-based learning James Paul Gee and Elisabeth Hayes; 12. Apprenticeship in massively multiplayer online games Constance Steinkuehler and Yoonsin Oh; 13. Theorycrafting: the art and science of using numbers to interpret the world Trina Choontanom and Bonnie Nardi; 14. Culture and community in a virtual world for young children Rebecca W. Black and Stephanie M. Reich; 15. Culture vs. architecture: second life, sociality, and the human Thomas M. Malaby; 16. Participatory media spaces: a design perspective on learning with media and technology in the twenty-first century Erica Rosenfeld Halverson; Part III. Games as a Twenty-First-Century Curriculum: 17. Videogames as a twenty-first-century curriculum: section three Sasha Barab; 18. Prediction and explanation as design mechanics in conceptually integrated digital games to help players articulate the tacit understandings they build through gameplay Douglas B. Clark and Mario Martinez-Garza; 19. Game-based curricula, personal engagement, and the modern prometheus design project Sasha Barab, Patrick Pettyjohn, Melissa Gresalfi and Maria Solomou; 20. Discovering familiar places: learning through mobile place-based games Bob Coulter, Eric Klopfer, Josh Sheldon and Judy Perry; 21. Developing game fluencies with scratch: realizing game design as an artistic process Yasmin B. Kafai and Kyle A. Peppler; 22. 'Freakin' hard': game design and issue literacy Colleen Macklin and John Sharp; 23. Models of situated action: computer games and the problem of transfer David Williamson Shaffer.
Altri titoli varianti Games, Learning, & Society
Record Nr. UNINA-9910790367403321
Cambridge : , : Cambridge University Press, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Games, learning, and society : learning and meaning in the digital age / / edited by Constance Steinkuehler, University of Wisconsin, Madison; Kurt Squire, the University of Wisconsin, Madison; Sasha Barab, Arizona State University
Games, learning, and society : learning and meaning in the digital age / / edited by Constance Steinkuehler, University of Wisconsin, Madison; Kurt Squire, the University of Wisconsin, Madison; Sasha Barab, Arizona State University
Edizione [1st ed.]
Pubbl/distr/stampa New York, : Cambridge University Press, 2012
Descrizione fisica 1 online resource (xxi, 464 pages) : digital, PDF file(s)
Disciplina 794.8
Altri autori (Persone) SteinkuehlerConstance <1970->
SquireKurt
BarabSasha A
Collana Learning in doing
Soggetto topico Video games - Study and teaching
Video games - Psychological aspects
Learning, Psychology of
Video games - Design
Video games - Social aspects
ISBN 1-107-22352-0
1-139-50775-3
1-280-77501-7
9786613685407
1-139-51729-5
1-139-03112-0
1-139-51472-5
1-139-51379-6
1-139-51637-X
1-139-51822-4
Classificazione PSY000000
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Machine generated contents note: Part I. Games as Designed Experience: 1. Videogames as designed experience: section one Kurt Squire; 2. Designed cultures Kurt Squire; 3. Theme is not meaning: who decides what a game is about? Soren Johnson; 4. Our cheatin' hearts Soren Johnson; 5. Playing the odds Soren Johnson; 6. Nurturing lateral leaps in game design Nathan McKenzie; 7. Uncharted 2: among thieves - how to become a hero Drew Davidson and Richard Lemarchand; 8. Interview with harmonix Greg Lopiccolo, Kurt Squire and Sarah Chu; 9. Yomi: spies of the mind David Sirlin; Part II. Games as Emergent Culture: 10. Videogames as emergent culture: section two Constance Steinkuehler; 11. Nurturing affinity spaces and game-based learning James Paul Gee and Elisabeth Hayes; 12. Apprenticeship in massively multiplayer online games Constance Steinkuehler and Yoonsin Oh; 13. Theorycrafting: the art and science of using numbers to interpret the world Trina Choontanom and Bonnie Nardi; 14. Culture and community in a virtual world for young children Rebecca W. Black and Stephanie M. Reich; 15. Culture vs. architecture: second life, sociality, and the human Thomas M. Malaby; 16. Participatory media spaces: a design perspective on learning with media and technology in the twenty-first century Erica Rosenfeld Halverson; Part III. Games as a Twenty-First-Century Curriculum: 17. Videogames as a twenty-first-century curriculum: section three Sasha Barab; 18. Prediction and explanation as design mechanics in conceptually integrated digital games to help players articulate the tacit understandings they build through gameplay Douglas B. Clark and Mario Martinez-Garza; 19. Game-based curricula, personal engagement, and the modern prometheus design project Sasha Barab, Patrick Pettyjohn, Melissa Gresalfi and Maria Solomou; 20. Discovering familiar places: learning through mobile place-based games Bob Coulter, Eric Klopfer, Josh Sheldon and Judy Perry; 21. Developing game fluencies with scratch: realizing game design as an artistic process Yasmin B. Kafai and Kyle A. Peppler; 22. 'Freakin' hard': game design and issue literacy Colleen Macklin and John Sharp; 23. Models of situated action: computer games and the problem of transfer David Williamson Shaffer.
Record Nr. UNINA-9910827224303321
New York, : Cambridge University Press, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui