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Design-based Research - Clarifying the Terms. A Special Issue of the Journal of the Learning Sciences (Paperback): Sasha A.... Design-based Research - Clarifying the Terms. A Special Issue of the Journal of the Learning Sciences (Paperback)
Sasha A. Barab, Kurt Squire
R1,600 Discovery Miles 16 000 Ships in 12 - 19 working days

Over a decade ago the concept of "design experiments" was introduced because of the belief that many of questions could not be adequately addressed by laboratory-based experiments. Since then, design-based research as a term has grown in popularity and significance. The core manuscripts of this special issue respond to the questions: What constitutes design-based research? Why is it important? What are the methods to carry it out? At the end of this issue, two strong commentaries situate this work and challenge the community with new questions and issues that must be answered if design-based research is going to help advance work in ways that others judge as worthwhile and significant.

Design-based Research - Clarifying the Terms. A Special Issue of the Journal of the Learning Sciences (Hardcover): Sasha A.... Design-based Research - Clarifying the Terms. A Special Issue of the Journal of the Learning Sciences (Hardcover)
Sasha A. Barab, Kurt Squire
R4,465 Discovery Miles 44 650 Ships in 12 - 19 working days

Over a decade ago the concept of "design experiments" was introduced because of the belief that many of questions could not be adequately addressed by laboratory-based experiments. Since then, design-based research as a term has grown in popularity and significance. The core manuscripts of this special issue respond to the questions: What constitutes design-based research? Why is it important? What are the methods to carry it out? At the end of this issue, two strong commentaries situate this work and challenge the community with new questions and issues that must be answered if design-based research is going to help advance work in ways that others judge as worthwhile and significant.

Games, Learning, and Society - Learning and Meaning in the Digital Age (Hardcover, New): Constance Steinkuehler, Kurt Squire,... Games, Learning, and Society - Learning and Meaning in the Digital Age (Hardcover, New)
Constance Steinkuehler, Kurt Squire, Sasha Barab
R2,554 Discovery Miles 25 540 Ships in 12 - 19 working days

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.

Games, Learning, and Society - Learning and Meaning in the Digital Age (Paperback, New edition): Constance Steinkuehler, Kurt... Games, Learning, and Society - Learning and Meaning in the Digital Age (Paperback, New edition)
Constance Steinkuehler, Kurt Squire, Sasha Barab
R1,327 Discovery Miles 13 270 Ships in 12 - 19 working days

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.

Video Games and Learning - Teaching Participatory Culture in the Digital Age (Paperback): Kurt Squire Video Games and Learning - Teaching Participatory Culture in the Digital Age (Paperback)
Kurt Squire
R1,087 R870 Discovery Miles 8 700 Save R217 (20%) Ships in 12 - 19 working days

Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the ''gamer generation?'' This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analysis of games, games cultures, and educational game design. Building on over 10 years of research, Kurt Squire tells the story of the emerging field of immersive digitally mediated learning environments (or games) and outlines the future of education.

The Ecology of Games - Connecting Youth, Games, and Learning (Paperback): Katie Salen Tekinbas The Ecology of Games - Connecting Youth, Games, and Learning (Paperback)
Katie Salen Tekinbas; Contributions by S. Craig Watkins, Kurt Squire, Barry Joseph, Tom Satwicz, …
R1,152 Discovery Miles 11 520 Ships in 10 - 15 working days

In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play--mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games--which so far has been vociferous but overly polemical and surprisingly shallow. Game play is credited with fostering new forms of social organization and new ways of thinking and interacting; the contributors work to situate this within a dynamic media ecology that has the participatory nature of gaming at its core. They look at the ways in which youth are empowered through their participation in the creation, uptake, and revision of games; emergent gaming literacies, including modding, world-building, and learning how to navigate a complex system; and how games act as points of departure for other forms of knowledge, literacy, and social organization.ContributorsIan Bogost, Anna Everett, James Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy, Jane McGonigal, Cory Ondrejka, Amit Pitaru, Tom Satwicz, Kurt Squire, Reed Stevens, S. Craig Watkins Katie Salen is a game designer and interactive designer as well as Director of Graduate Studies in Design and Technology, Parsons School of Design. With Eric Zimmerman, she is the coauthor of Rules of Play (MIT Press, 2003) and coeditor of The Game Design Reader (MIT Press, 2005).

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