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245 | 0 | 0 |
_aGames, learning, and society : _blearning and meaning in the digital age / _cedited by Constance Steinkuehler, Kurt Squire, Sasha Barab. |
260 |
_aCambridge : _bCambridge University Press, _c2012. |
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300 |
_a1 online resource (xxi, 464 pages) : _billustrations |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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490 | 1 | _aLearning in doing : social, cognitive, and computational perspectives | |
504 | _aIncludes bibliographical references and index. | ||
520 |
_a"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"-- _cProvided by publisher |
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588 | 0 | _aPrint version record. | |
505 | 0 | _aCover; Games, Learning, and Society; Series; Title; Copyright; Contents; Contributors; Series Foreword; Foreword; Acknowledgments; Section I: Games as Designed Experience; 1: Introduction to Section I; 2: Designed Cultures; Apolyton University; During Action Reports: Cognitive Artifacts That Organize Practice; Design Thinking; Designing CivIV; Designing Education for Participation; Notes; References; 3: Theme Is Not Meaning: Who Decides What a Game Is About?; Mechanics Give Meaning; Seeing Past the Theme; Uniting Theme and Mechanics; A Perfect Union; Does Civilization Fail?; Why Theme Matters. | |
505 | 8 | _a4: Our Cheatin' HeartsTrust Me; Show the Mechanics; Cheating in Civilization; Perception Is Reality; 5: Playing the Odds; Failing at Probability; Leveling the Field; Where Luck Fails; Probability Is Content; Showing the Odds; 6: Nurturing Lateral Leaps in Game Design; SimCity; Instances of Games versus Kinds of Games; The Evolution of Game-Making Processes in Action; The Battle Against Complexity and the Control of Information in Making Bigger and Better Instances of Games; Embracing Complexity and Making New Kinds of Games; Educational Games; Valve; Conclusion; Notes; References. | |
505 | 8 | _a7: Uncharted 2: Among Thieves -- How to Become a HeroIntroduction to Uncharted 2; Full Disclosure: Drew Davidson; Narrative and Game-Play Analysis; Meaning and Mastery; Ludic Narrans; Playing Well; References; 8: Interview with Harmonix; 9: Yomi: Spies of the Mind; Yomi; Yomi Layers; Example of Yomi Layer 3 from Virtua Fighter 3; Section II: Games as Emergent Culture; 10: Introduction to Section II; References; 11: Nurturing Affinity Spaces and Game-Based Learning; Games and Learning; Affinity Spaces; Features of Affinity Spaces; Content, Knowledge, and Choice; The Pareto Principle; References. | |
505 | 8 | _a12: Apprenticeship in Massively Multiplayer Online GamesCognition as (Inter)Action; Apprenticeship; Research Methods; Context of the Research; Data Collection: Cognitive Ethnography; Analytical Method; Analysis One: Learning How to Hunt Mithril; Analysis Two: Learning How to Group Heal; Analysis Three: Learning How to Hunt Solo; Findings; Apprenticeship as Social Interaction; Apprenticeship into Practices; Apprenticeship into Values; Conclusions; References; 13: Theorycrafting: The Art and Science of Using Numbers to Interpret the World; Encountering the Big Bad Wolf. | |
505 | 8 | _aTheorycrafting for RoguesSpreadsheet Metagame; Napkin Math; Theorycrafting for Priests; Strategies of Interpretation; Validity and Reliability; Educating Others About Interpreting Tools; Discussion; Work; School; Conclusion; Notes; References; 14: Culture and Community in a Virtual World for Young Children; Sociocultural Theory, Learning, and Culture in Virtual Worlds; Related Research; Methods; Webkinz World; Webkinz; Kindness, Caring, and Consumption: Culture in Webkinz World; Communication in Webkinz World; Searching for Community in Webkinz World; Community Beyond Webkinz World; Conclusion: Sociocultural Theories of Learning and WW. | |
505 | 0 | 0 |
_tGames, Learning, and Society -- _tSeries -- _tTitle -- _tContributors -- _tSeries Foreword -- _tForeword -- _gSection I. _t: Games as Designed Experience -- _g1. _t: Introduction to Section I -- _g2. _t: Designed Cultures -- _tApolyton University -- _tDuring Action Reports: Cognitive Artifacts That Organize Practice -- _tDesign Thinking -- _tDesigning CivIV -- _tDesigning Education for Participation -- _tNotes -- _g3. _t: Theme Is Not Meaning: Who Decides What a Game Is About -- _tMechanics Give Meaning -- _tSeeing Past the Theme -- _gUnit ing. _tTheme and Mechanics -- _tA Perfect Union -- _tDoes Civilization Fail -- _tWhy Theme Matters. |
505 | 0 | 0 |
_g4. _t: Our Cheatin' HeartsTrust Me -- _tShow the Mechanics -- _tCheating in Civilization -- _tPerception Is Reality -- _g5. _t: Playing the Odds -- _tFailing at Probability -- _tLeveling the Field -- _tWhere Luck Fails -- _tProbability Is Content -- _tShowing the Odds -- _g6. _t: Nurturing Lateral Leaps in Game Design -- _tSimCity -- _tInstances of Games versus Kinds of Games -- _tThe Evolution of Game-Making Processes in Action -- _tThe Battle Against Complexity and the Control of Information in Making Bigger and Better Instances of Games -- _tEmbracing Complexity and Making New Kinds of Games -- _tEducational Games -- _tValve -- _tConclusion -- _tNotes. |
505 | 0 | 0 |
_g7. _t: Uncharted 2: Among Thieves -- How to Become a HeroIntroduction to Uncharted 2 -- _tFull Disclosure: Drew Davidson -- _tNarrative and Game-Play Analysis -- _tMeaning and Mastery -- _tLudic Narrans -- _tPlaying Well -- _g8. _t: Interview with Harmonix -- _g9. _t: Yomi: Spies of the Mind -- _tYomi -- _tYomi Layers -- _tExample of Yomi Layer 3 from Virtua Fighter 3 -- _gSection II. _t: Games as Emergent Culture -- _g10. _t: Introduction to Section II -- _g11. _t: Nurturing Affinity Spaces and Game-Based Learning -- _tGames and Learning -- _tAffinity Spaces -- _tFeatures of Affinity Spaces -- _tContent, Knowledge, and Choice -- _tThe Pareto Principle. |
505 | 0 | 0 |
_g12. _t: Apprenticeship in Massively Multiplayer Online GamesCognition as (Inter)Action -- _tApprenticeship -- _tResearch Methods -- _tContext of the Research -- _tData Collection: Cognitive Ethnography -- _tAnalytical Method -- _tAnalysis One: Learning How to Hunt Mithril -- _tAnalysis Two: Learning How to Group Heal -- _tAnalysis Three: Learning How to Hunt Solo -- _tFindings -- _tApprenticeship as Social Interaction -- _tApprenticeship into Practices -- _tApprenticeship into Values -- _tConclusions -- _g13. _t: Theorycrafting: The Art and Science of Using Numbers to Interpret the World -- _tEncountering the Big Bad Wolf. |
505 | 0 | 0 |
_tTheorycrafting for RoguesSpreadsheet Metagame -- _tNapkin Math -- _tTheorycrafting for Priests -- _tStrategies of Interpretation -- _tValidity and Reliability -- _tEducating Others About Interpreting Tools -- _tDiscussion -- _tWork -- _tSchool -- _tConclusion -- _tNotes -- _g14. _t: Culture and Community in a Virtual World for Young Children -- _tSociocultural Theory, Learning, and Culture in Virtual Worlds -- _tRelated Research -- _tMethods -- _tWebkinz World -- _tWebkinz -- _tKindness, Caring, and Consumption: Culture in Webkinz World -- _tCommunication in Webkinz World -- _tSearching for Community in Webkinz World -- _tCommunity Beyond Webkinz World. |
505 | 0 | 0 | _tConclusion: Sociocultural Theories of Learning and WW. |
546 | _aEnglish. | ||
590 |
_aeBooks on EBSCOhost _bEBSCO eBook Subscription Academic Collection - Worldwide |
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_aVideo games _xStudy and teaching. _9270784 |
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_aVideo games _xPsychological aspects. _980168 |
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_aVideo games _xDesign. _990633 |
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_aJeux vidéo _xÉtude et enseignement. _9878056 |
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_aJeux vidéo _xAspect psychologique. _9878057 |
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_aPsychologie de l'apprentissage. _9866232 |
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_aJeux vidéo _xConception. _9878058 |
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_aGAMES _xVideo & Electronic. _2bisacsh _9871459 |
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_aLearning, Psychology of. _2fast _0(OCoLC)fst00995009 |
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_aVideo games _xDesign. _2fast _0(OCoLC)fst01166425 _990633 |
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_aSteinkuehler, Constance, _d1970- _9310058 |
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_aSquire, Kurt. _9310059 |
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_iPrint version: _aSteinkuehler, Constance. _tGames, Learning, and Society. _dCambridge : Cambridge University Press, 2012 _z9780521196239 |
830 | 0 | _aLearning in doing. | |
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