Coverart for item
The Resource 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, (electronic resource)

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, (electronic resource)

Label
Games, learning, and society : learning and meaning in the digital age
Title
Games, learning, and society
Title remainder
learning and meaning in the digital age
Statement of responsibility
edited by Constance Steinkuehler, University of Wisconsin, Madison ; Kurt Squire, the University of Wisconsin, Madison ; Sasha Barab, Arizona State University
Contributor
Subject
Language
eng
Member of
Cataloging source
NhCcYBP
Dewey number
794.8
Illustrations
illustrations
Index
index present
LC call number
GV1469.3
LC item number
.G423 2012
Literary form
non fiction
Nature of contents
  • dictionaries
  • bibliography
http://library.link/vocab/relatedWorkOrContributorDate
1970-
http://library.link/vocab/relatedWorkOrContributorName
  • Steinkuehler, Constance
  • Squire, Kurt
  • Barab, Sasha A
  • ebrary, Inc
Series statement
Learning in doing
http://library.link/vocab/subjectName
  • Video games
  • Video games
  • Learning, Psychology of
  • Video games
  • Video games
Label
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, (electronic resource)
Instantiates
Publication
Bibliography note
Includes bibliographical references and index
Contents
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
Control code
ebr10578208
Dimensions
cm.
Dimensions
unknown
Extent
1 online resource
Form of item
online
Isbn
9781139516372
Isbn Type
(electronic bk.)
Reproduction note
Electronic reproduction.
Specific material designation
remote
Label
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, (electronic resource)
Publication
Bibliography note
Includes bibliographical references and index
Contents
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
Control code
ebr10578208
Dimensions
cm.
Dimensions
unknown
Extent
1 online resource
Form of item
online
Isbn
9781139516372
Isbn Type
(electronic bk.)
Reproduction note
Electronic reproduction.
Specific material designation
remote

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