top

  Info

  • Utilizzare la checkbox di selezione a fianco di ciascun documento per attivare le funzionalità di stampa, invio email, download nei formati disponibili del (i) record.

  Info

  • Utilizzare questo link per rimuovere la selezione effettuata.
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
Gaming matters [[electronic resource] ] : art, science, magic, and the computer game medium / / Judd Ethan Ruggill and Ken S. McAllister
Gaming matters [[electronic resource] ] : art, science, magic, and the computer game medium / / Judd Ethan Ruggill and Ken S. McAllister
Autore Ruggill Judd Ethan
Pubbl/distr/stampa Tuscaloosa, : University of Alabama Press, c2011
Descrizione fisica 1 online resource (168 p.)
Disciplina 794.8
Altri autori (Persone) McAllisterKen S. <1966->
Soggetto topico Video games
Video games - Study and teaching
Video games - Social aspects
Soggetto genere / forma Electronic books.
ISBN 0-8173-8559-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Idiosyncrasy -- Irreconcilability -- Aimlessness -- Anachronism -- Duplicity -- Work -- Alchemy.
Record Nr. UNINA-9910465535203321
Ruggill Judd Ethan  
Tuscaloosa, : University of Alabama Press, c2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Gaming matters [[electronic resource] ] : art, science, magic, and the computer game medium / / Judd Ethan Ruggill and Ken S. McAllister
Gaming matters [[electronic resource] ] : art, science, magic, and the computer game medium / / Judd Ethan Ruggill and Ken S. McAllister
Autore Ruggill Judd Ethan
Pubbl/distr/stampa Tuscaloosa, : University of Alabama Press, c2011
Descrizione fisica 1 online resource (168 p.)
Disciplina 794.8
Altri autori (Persone) McAllisterKen S. <1966->
Soggetto topico Video games
Video games - Study and teaching
Video games - Social aspects
ISBN 0-8173-8559-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Idiosyncrasy -- Irreconcilability -- Aimlessness -- Anachronism -- Duplicity -- Work -- Alchemy.
Record Nr. UNINA-9910791964703321
Ruggill Judd Ethan  
Tuscaloosa, : University of Alabama Press, c2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Gaming matters : art, science, magic, and the computer game medium / / Judd Ethan Ruggill and Ken S. McAllister
Gaming matters : art, science, magic, and the computer game medium / / Judd Ethan Ruggill and Ken S. McAllister
Autore Ruggill Judd Ethan
Edizione [1st ed.]
Pubbl/distr/stampa Tuscaloosa, : University of Alabama Press, c2011
Descrizione fisica 1 online resource (168 p.)
Disciplina 794.8
Altri autori (Persone) McAllisterKen S. <1966->
Soggetto topico Video games
Video games - Study and teaching
Video games - Social aspects
ISBN 0-8173-8559-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Idiosyncrasy -- Irreconcilability -- Aimlessness -- Anachronism -- Duplicity -- Work -- Alchemy.
Record Nr. UNINA-9910817720903321
Ruggill Judd Ethan  
Tuscaloosa, : University of Alabama Press, c2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Gaming the Past [[electronic resource] ] : Using Video Games to Teach Secondary History
Gaming the Past [[electronic resource] ] : Using Video Games to Teach Secondary History
Autore McCall Jeremiah
Edizione [1st edition]
Pubbl/distr/stampa Hoboken, : Taylor and Francis, 2013
Descrizione fisica 1 online resource (207 p.)
Disciplina 907.1/2
907.1273
Soggetto topico EDUCATION / General
EDUCATION / History
History - Study and teaching - Simulation methods
History --Study and teaching --Simulation methods
Video games - Study and teaching
Video games --Study and teaching
History - Simulation methods - Study and teaching
History & Archaeology
History - General
Soggetto genere / forma Electronic books.
ISBN 1-136-83209-2
0-203-83183-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front Cover; Gaming the Past; Copyright Page; Contents; List of illustrations; Acknowledgements; Introduction; 1. Why Play Historical Simulation Games? Making the Case to Administrators, Parents, Colleagues, and Students; 2. What Makes a Valid Simulation Game?; 3. Matching Genres of Historical Simulation Games to History and Social Studies Curricular Content; 4. Instructional Strategies; 5. Putting It All Together: Learning Exercises, Assessments, and Sample Lesson Plans; Appendices; References; Index
Record Nr. UNINA-9910457487103321
McCall Jeremiah  
Hoboken, : Taylor and Francis, 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Making school a game worth playing : digital games in the classroom / / Ryan Schaaf & Nicky Mohan
Making school a game worth playing : digital games in the classroom / / Ryan Schaaf & Nicky Mohan
Autore Schaaf Ryan
Pubbl/distr/stampa Thousand Oaks, California : , : Corwin, , 2016
Descrizione fisica 1 online resource (161 p.)
Disciplina 370.15
Soggetto topico Computer-assisted instruction
Video games - Study and teaching
Internet games - Study and teaching
Educational technology
Education - Effect of technological innovations on
Soggetto genere / forma Electronic books.
ISBN 1-4833-7513-7
1-4833-7853-5
1-4833-7514-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""MAKING SCHOOL A GAME WORTH PLAYING-FRONT COVER""; ""MAKING SCHOOL A GAME WORTH PLAYING""; ""CONTENTS""; ""PREFACE""; ""DEDICATION AND ACKNOWLEDGMENTS""; ""ABOUT THE AUTHORS""; ""INTRODUCTION BY JASON OHLER""; ""LEVEL 1: DIGITAL GAMES AS LEARNING TOOLS? GAME ON! ""; ""LEVEL 2: IT�S ALL ABOUT THE GAME AND HOW YOU PLAY IT ""; ""LEVEL 3A: THE NEED FOR THE 21ST CENTURY FLUENCIES ""; ""LEVEL 3B: GAMING�S INFLUENCE ON DEVELOPING 21ST CENTURY FLUENCIES ""; ""LEVEL 4: FINDING AND EVALUATING DIGITAL GAMES FOR THE CLASSROOM ""; ""LEVEL 5: DIGITAL GAMES AND INSTRUCTION ""
""LEVEL 6: DESIGNING AND CREATING GAMES: A LIBERAL ARTS EXPERIENCE """"LEVEL 7: THE GAMIFICATION OF LEARNING: GAMING WITHOUT THE GAME ""; ""BONUS LEVEL: THE FUTURE OF GAMING AND ITS IMPACT ON EDUCATION ""; ""INDEX ""
Record Nr. UNINA-9910480322603321
Schaaf Ryan  
Thousand Oaks, California : , : Corwin, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Making school a game worth playing : digital games in the classroom / / Ryan Schaaf, Nicky Mohan ; introduction by Jason Ohler
Making school a game worth playing : digital games in the classroom / / Ryan Schaaf, Nicky Mohan ; introduction by Jason Ohler
Autore Schaaf Ryan
Pubbl/distr/stampa Thousand Oaks, California : , : Corwin, , [2014]
Descrizione fisica 1 online resource (xvii, 136 pages) : illustrations
Disciplina 794.8
Collana Gale eBooks
Soggetto topico Computer-assisted instruction
Video games - Study and teaching
Internet games - Study and teaching
Educational technology
Education - Effect of technological innovations on
ISBN 1-4833-2008-1
1-4833-7513-7
1-4833-7853-5
1-4833-7514-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""MAKING SCHOOL A GAME WORTH PLAYING-FRONT COVER""; ""MAKING SCHOOL A GAME WORTH PLAYING""; ""CONTENTS""; ""PREFACE""; ""DEDICATION AND ACKNOWLEDGMENTS""; ""ABOUT THE AUTHORS""; ""INTRODUCTION BY JASON OHLER""; ""LEVEL 1: DIGITAL GAMES AS LEARNING TOOLS? GAME ON! ""; ""LEVEL 2: IT�S ALL ABOUT THE GAME AND HOW YOU PLAY IT ""; ""LEVEL 3A: THE NEED FOR THE 21ST CENTURY FLUENCIES ""; ""LEVEL 3B: GAMING�S INFLUENCE ON DEVELOPING 21ST CENTURY FLUENCIES ""; ""LEVEL 4: FINDING AND EVALUATING DIGITAL GAMES FOR THE CLASSROOM ""; ""LEVEL 5: DIGITAL GAMES AND INSTRUCTION ""
""LEVEL 6: DESIGNING AND CREATING GAMES: A LIBERAL ARTS EXPERIENCE """"LEVEL 7: THE GAMIFICATION OF LEARNING: GAMING WITHOUT THE GAME ""; ""BONUS LEVEL: THE FUTURE OF GAMING AND ITS IMPACT ON EDUCATION ""; ""INDEX ""
Record Nr. UNINA-9910797595803321
Schaaf Ryan  
Thousand Oaks, California : , : Corwin, , [2014]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Making school a game worth playing : digital games in the classroom / / Ryan Schaaf, Nicky Mohan ; introduction by Jason Ohler
Making school a game worth playing : digital games in the classroom / / Ryan Schaaf, Nicky Mohan ; introduction by Jason Ohler
Autore Schaaf Ryan
Pubbl/distr/stampa Thousand Oaks, California : , : Corwin, , [2014]
Descrizione fisica 1 online resource (xvii, 136 pages) : illustrations
Disciplina 794.8
Collana Gale eBooks
Soggetto topico Computer-assisted instruction
Video games - Study and teaching
Internet games - Study and teaching
Educational technology
Education - Effect of technological innovations on
ISBN 1-4833-2008-1
1-4833-7513-7
1-4833-7853-5
1-4833-7514-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""MAKING SCHOOL A GAME WORTH PLAYING-FRONT COVER""; ""MAKING SCHOOL A GAME WORTH PLAYING""; ""CONTENTS""; ""PREFACE""; ""DEDICATION AND ACKNOWLEDGMENTS""; ""ABOUT THE AUTHORS""; ""INTRODUCTION BY JASON OHLER""; ""LEVEL 1: DIGITAL GAMES AS LEARNING TOOLS? GAME ON! ""; ""LEVEL 2: IT�S ALL ABOUT THE GAME AND HOW YOU PLAY IT ""; ""LEVEL 3A: THE NEED FOR THE 21ST CENTURY FLUENCIES ""; ""LEVEL 3B: GAMING�S INFLUENCE ON DEVELOPING 21ST CENTURY FLUENCIES ""; ""LEVEL 4: FINDING AND EVALUATING DIGITAL GAMES FOR THE CLASSROOM ""; ""LEVEL 5: DIGITAL GAMES AND INSTRUCTION ""
""LEVEL 6: DESIGNING AND CREATING GAMES: A LIBERAL ARTS EXPERIENCE """"LEVEL 7: THE GAMIFICATION OF LEARNING: GAMING WITHOUT THE GAME ""; ""BONUS LEVEL: THE FUTURE OF GAMING AND ITS IMPACT ON EDUCATION ""; ""INDEX ""
Record Nr. UNINA-9910825327403321
Schaaf Ryan  
Thousand Oaks, California : , : Corwin, , [2014]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui