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Title Games, learning, and society : learning and meaning in the digital age / edited by Constance Steinkuehler, University of Wisconsin-Madison, Kurt Squire, University of Wisconsin-Madison, Sasha Barab, Arizona State University.

Publication Info. Cambridge : Cambridge University Press, 2012.

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Location Call No. Status
 University of Saint Joseph: Pope Pius XII Library - Standard Shelving Location  794.8 G192G    Check Shelf
Description xxi, 464 pages ; 23 cm.
Series Learning in doing
Learning in doing.
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"-- Provided by publisher.
Bibliography Includes bibliographical references and index.
Contents Section I. Games as designed experience. 1. Introduction to section I / 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, with Kurt Squire and Sarah Chu, interviewers -- 9. Yomi : spies of the mind / David Sirlin.
Section II. Games as emergent culture. 10. Introduction to section II / 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.
Section III. Games as a twenty-first-century curriculum. 17. Introduction to section III / Sasha Barab -- 18. Prediction and explanation as design mechanics in conceptually integrated digital games to help players articulate the tacit understandings they build through game play / 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 Kylie 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.
Subject Video games -- Study and teaching.
Video games -- Psychological aspects.
Learning, Psychology of.
Video games -- Design.
Video games -- Social aspects.
Added Author Steinkuehler, Constance, 1970- editor of compilation.
Squire, Kurt, editor of compilation.
Barab, Sasha A., editor of compilation.
ISBN 9780521196239 hardback
052119623X hardback
9780521144520 paperback
0521144523 paperback
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