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, University of Wisconsin-Madison ; Sasha Barab, Arizona State University

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

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, University of Wisconsin-Madison ; Sasha Barab, Arizona State University
Contributor
Editor
Subject
Language
eng
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"--
Member of
Assigning source
Provided by publisher
Cataloging source
DLC
Index
index present
LC call number
GV1469.3
LC item number
.G423 2012
Literary form
non fiction
Nature of contents
bibliography
http://library.link/vocab/relatedWorkOrContributorDate
1970-
http://library.link/vocab/relatedWorkOrContributorName
  • Steinkuehler, Constance
  • Squire, Kurt
  • Barab, Sasha A.
Series statement
Learning in doing.
http://library.link/vocab/subjectName
  • Video games
  • Video games
  • Learning, Psychology of
  • Video games
  • Video games
  • PSYCHOLOGY
Label
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
Instantiates
Publication
Bibliography note
Includes bibliographical references and index
Carrier category
volume
Carrier category code
nc
Carrier MARC source
rdacarrier
Content category
text
Content type code
txt
Content type MARC source
rdacontent
Contents
  • 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.
  • Section I.
  • 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
  • Games as designed experience.
  • David Sirlin
  • 1.
  • Introduction to section I
  • Kurt Squire
  • 2.
  • Designed Cultures
  • Kurt Squire
  • 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.
  • Section II.
  • 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
  • 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
  • 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.
  • Section III.
  • "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
  • 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
Dimensions
24 cm.
Extent
xxi, 464 pages
Isbn
9780521196239
Isbn Type
(hardback)
Lccn
2012011690
Media category
unmediated
Media MARC source
rdamedia
Media type code
n
Other physical details
illustrations
System control number
  • (OCoLC)779264855
  • (OCoLC)ocn779264855
Label
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
Bibliography note
Includes bibliographical references and index
Carrier category
volume
Carrier category code
nc
Carrier MARC source
rdacarrier
Content category
text
Content type code
txt
Content type MARC source
rdacontent
Contents
  • 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.
  • Section I.
  • 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
  • Games as designed experience.
  • David Sirlin
  • 1.
  • Introduction to section I
  • Kurt Squire
  • 2.
  • Designed Cultures
  • Kurt Squire
  • 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.
  • Section II.
  • 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
  • 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
  • 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.
  • Section III.
  • "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
  • 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
Dimensions
24 cm.
Extent
xxi, 464 pages
Isbn
9780521196239
Isbn Type
(hardback)
Lccn
2012011690
Media category
unmediated
Media MARC source
rdamedia
Media type code
n
Other physical details
illustrations
System control number
  • (OCoLC)779264855
  • (OCoLC)ocn779264855

Library Locations

  • African Studies LibraryBorrow it
    771 Commonwealth Avenue, 6th Floor, Boston, MA, 02215, US
    42.350723 -71.108227
  • Alumni Medical LibraryBorrow it
    72 East Concord Street, Boston, MA, 02118, US
    42.336388 -71.072393
  • Astronomy LibraryBorrow it
    725 Commonwealth Avenue, 6th Floor, Boston, MA, 02445, US
    42.350259 -71.105717
  • Fineman and Pappas Law LibrariesBorrow it
    765 Commonwealth Avenue, Boston, MA, 02215, US
    42.350979 -71.107023
  • Frederick S. Pardee Management LibraryBorrow it
    595 Commonwealth Avenue, Boston, MA, 02215, US
    42.349626 -71.099547
  • Howard Gotlieb Archival Research CenterBorrow it
    771 Commonwealth Avenue, 5th Floor, Boston, MA, 02215, US
    42.350723 -71.108227
  • Mugar Memorial LibraryBorrow it
    771 Commonwealth Avenue, Boston, MA, 02215, US
    42.350723 -71.108227
  • Music LibraryBorrow it
    771 Commonwealth Avenue, 2nd Floor, Boston, MA, 02215, US
    42.350723 -71.108227
  • Pikering Educational Resources LibraryBorrow it
    2 Silber Way, Boston, MA, 02215, US
    42.349804 -71.101425
  • School of Theology LibraryBorrow it
    745 Commonwealth Avenue, 2nd Floor, Boston, MA, 02215, US
    42.350494 -71.107235
  • Science & Engineering LibraryBorrow it
    38 Cummington Mall, Boston, MA, 02215, US
    42.348472 -71.102257
  • Stone Science LibraryBorrow it
    675 Commonwealth Avenue, Boston, MA, 02445, US
    42.350103 -71.103784
Processing Feedback ...