Title:
Games, learning, and society : learning and meaning in the digital age
Series:
Learning in doing
Publication Information:
Cambridge : Cambridge University Press, 2012
Physical Description:
xxi, 464 pages ; 23 cm.
ISBN:
9780521196239
9780521144520
Abstract:
"This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-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"--provided by publisher.
Available:*
Library | Item Barcode | Call Number | Material Type | Item Category 1 | Status |
---|---|---|---|---|---|
Searching... | 30000010342105 | GV1469.3 G36 2012 | Open Access Book | Book | Searching... |
On Order
Summary
Summary
This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-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.
Table of Contents
Part I Games as Designed Experience: |
1 Videogames as designed experience: section oneKurt Squire |
2 Designed culturesKurt Squire |
3 Theme is not meaning: who decides what a game is about?Soren Johnson |
4 Our cheatin' heartsSoren Johnson |
5 Playing the oddsSoren Johnson |
6 Nurturing lateral leaps in game designNathan McKenzie |
7 Uncharted 2: among thieves - how to become a heroDrew Davidson and Richard Lemarchand |
8 Interview with harmonixGreg Lopiccolo and Kurt Squire and Sarah Chu |
9 Yomi: spies of the mindDavid Sirlin |
Part II Games as Emergent Culture: |
10 Videogames as emergent culture: section twoConstance Steinkuehler |
11 Nurturing affinity spaces and game-based learningJames 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 worldTrina Choontanom and Bonnie Nardi |
14 Culture and community in a virtual world for young childrenRebecca W. Black and Stephanie M. Reich |
15 Culture vs. architecture: second life, sociality, and the humanThomas M. Malaby |
16 Participatory media spaces: a design perspective on learning with media and technology in the twenty-first centuryErica Rosenfeld Halverson |
Part III Games as a Twenty-First-Century Curriculum: |
17 Videogames as a twenty-first-century curriculum: section threeSasha Barab |
18 Prediction and explanation as design mechanics in conceptually integrated digital games to help players articulate the tacit understandings they build through gameplay DouglasB. Clark and Mario Martinez-Garza |
19 Game-based curricula, personal engagement, and the modern prometheus design projectSasha Barab and Patrick Pettyjohn and Melissa Gresalfi and Maria Solomou |
20 Discovering familiar places: learning through mobile place-based gamesBob Coulter and Eric Klopfer and Josh Sheldon and Judy Perry |
21 Developing game fluencies with scratch: realizing game design as an artistic processYasmin B. Kafai and Kyle A. Peppler |
22 'Freakin' hard': game design and issue literacyColleen Macklin and John Sharp |
23 Models of situated action: computer games and the problem of transferDavid Williamson Shaffer |