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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.
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.
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