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Learning in Video Game Affinity Spaces: 51 (New Literacies and Digital Epistemologies) - Hardcover

 
9781433109843: Learning in Video Game Affinity Spaces: 51 (New Literacies and Digital Epistemologies)

Inhaltsangabe

As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games, not in terms of how they should be managed or incorporated into existing educational structures, but for what they tell us about the forms of learning and literacy that are already instantiated within the use of these media. To this end, this book delves deeply into James Paul Gee's (2004) productive and influential concept of the affinity space – the physical or virtual locations (or some combination of the two) where people come together around a shared interest or "affinity." By explicating how and why engaged fans of digital media do what they do in online spaces, the authors cast a light, as Gee did, on the promise of these media and the problems facing current educational systems.

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Über die Autorin bzw. den Autor

Elisabeth R. Hayes is Professor of English at Arizona State University. Her research interests focus on how the social and cultural aspects of online gaming communities support learning, particularly the development of fluency with digital technology. Her recent books include Women and Gaming: The Sims and 21st Century Learning (2010) and Language and Learning in a Digital Age (2011), both co-authored with James Paul Gee.
Sean C. Duncan is the Armstrong Professor of Interactive Media, an Assistant Professor in Miami University's School of Education, Health, and Society and Armstrong Institute for Interactive Media Studies. His current research is focused on understanding the learning and literacy implications of online cultures around games and game design.

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  • VerlagPeter Lang
  • Erscheinungsdatum2012
  • ISBN 10 1433109840
  • ISBN 13 9781433109843
  • EinbandTapa dura
  • SpracheEnglisch
  • Anzahl der Seiten254
  • Kontakt zum HerstellerNicht verfügbar

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9781433109836: Learning in Video Game Affinity Spaces (51) (New Literacies and Digital Epistemologies)

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ISBN 10:  1433109832 ISBN 13:  9781433109836
Verlag: Peter Lang Inc., International A..., 2012
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Verlag: Peter Lang, 2012
ISBN 10: 1433109840 ISBN 13: 9781433109843
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Buch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games, not in terms of how they should be managed or incorporated into existing educational structures, but for what they tell us about the forms of learning and literacy that are already instantiated within the use of these media. To this end, this book delves deeply into James Paul Gee's (2004) productive and influential concept of the affinity space - the physical or virtual locations (or some combination of the two) where people come together around a shared interest or 'affinity.' By explicating how and why engaged fans of digital media do what they do in online spaces, the authors cast a light, as Gee did, on the promise of these media and the problems facing current educational systems. Artikel-Nr. 9781433109843

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ISBN 10: 1433109840 ISBN 13: 9781433109843
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Buch. Zustand: Neu. Neuware -As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games, not in terms of how they should be managed or incorporated into existing educational structures, but for what they tell us about the forms of learning and literacy that are already instantiated within the use of these media. To this end, this book delves deeply into James Paul Gee¿s (2004) productive and influential concept of the affinity space ¿ the physical or virtual locations (or some combination of the two) where people come together around a shared interest or «affinity.» By explicating how and why engaged fans of digital media do what they do in online spaces, the authors cast a light, as Gee did, on the promise of these media and the problems facing current educational systems.Books on Demand GmbH, Überseering 33, 22297 Hamburg 262 pp. Englisch. Artikel-Nr. 9781433109843

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