Games, Learning, and Society: Learning and Meaning in the Digital Age

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  • Format: Hardcover
  • Copyright: 2012-06-11
  • Publisher: Cambridge University Press
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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.

Table of Contents

Games as Designed Experience:
Videogames as designed experience: section one
Designed cultures
Theme is not meaning: who decides what a game is about?
Our cheatin' hearts
Playing the odds
Nurturing lateral leaps in game design
Uncharted 2: among thieves - how to become a hero
Interview with harmonix
Yomi: spies of the mind
Games as Emergent Culture:
Videogames as emergent culture: section two
Nurturing affinity spaces and game-based learning
Apprenticeship in massively multiplayer online games Constance Steinkuehler and Yoonsin Oh
Theorycrafting: the art and science of using numbers to interpret the world
Culture and community in a virtual world for young children
Culture vs. architecture: second life, sociality, and the human
Participatory media spaces: a design perspective on learning with media and technology in the twenty-first century
Games as a Twenty-First-Century Curriculum:
Videogames as a twenty-first-century curriculum: section three
Prediction and explanation as design mechanics in conceptually integrated digital games to help players articulate the tacit understandings they build through gameplay Douglas
Game-based curricula, personal engagement, and the modern prometheus design project
Discovering familiar places: learning through mobile place-based games
Developing game fluencies with scratch: realizing game design as an artistic process
'Freakin' hard': game design and issue literacy
Models of situated action: computer games and the problem of transfer
Table of Contents provided by Publisher. All Rights Reserved.

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