TY - BOOK
T1 - Games, learning, and society
T2 - Learning and meaning in the digital age
AU - Steinkuehler, Constance
AU - Squire, Kurt
AU - Barab, Sasha
N1 - Publisher Copyright:
© Cambridge University Press 2012.
PY - 2012/1/1
Y1 - 2012/1/1
N2 - 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.
AB - 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.
UR - http://www.scopus.com/inward/record.url?scp=84923476300&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84923476300&partnerID=8YFLogxK
U2 - 10.1017/CBO9781139031127
DO - 10.1017/CBO9781139031127
M3 - Book
AN - SCOPUS:84923476300
SN - 9780521196239
BT - Games, learning, and society
PB - Cambridge University Press
ER -