Sprache: Englisch
Verlag: Cambridge University Press, 2012
ISBN 10: 0521144523 ISBN 13: 9780521144520
Anbieter: Better World Books, Mishawaka, IN, USA
Erstausgabe
Zustand: Very Good. 1st Edition. Former library book; may include library markings. Used book that is in excellent condition. May show signs of wear or have minor defects.
Sprache: Englisch
Verlag: Cambridge University Press, 2012
ISBN 10: 0521144523 ISBN 13: 9780521144520
Anbieter: Better World Books: West, Reno, NV, USA
Erstausgabe
Zustand: Good. 1st Edition. Former library book; may include library markings. Used book that is in clean, average condition without any missing pages.
Sprache: Englisch
Verlag: Cambridge University Press, 2012
ISBN 10: 0521144523 ISBN 13: 9780521144520
Anbieter: WeBuyBooks, Rossendale, LANCS, Vereinigtes Königreich
EUR 14,56
Anzahl: 1 verfügbar
In den WarenkorbZustand: Like New. Most items will be dispatched the same or the next working day. An apparently unread copy in perfect condition. Dust cover is intact with no nicks or tears. Spine has no signs of creasing. Pages are clean and not marred by notes or folds of any kind.
Sprache: Englisch
Verlag: Cambridge University Press, 2012
ISBN 10: 052119623X ISBN 13: 9780521196239
Anbieter: Books From California, Simi Valley, CA, USA
Hardcover. Zustand: Good. Ex-library copy with usual markings.
Sprache: Englisch
Verlag: New York: Cambridge University Press, 2012
ISBN 10: 0521144523 ISBN 13: 9780521144520
Anbieter: Fundus-Online GbR Borkert Schwarz Zerfaß, Berlin, Deutschland
Paperback. Zustand: Sehr gut. xxi, 464 p., Ill. Das Exemplar ist in einem sehr guten und sauberen Zustand ohne Anstreichungen. / The copy is in a very good and clean condition without markings. -- Contents -- Contributors -- Series Foreword -- Foreword by James Paul Gee -- Acknowledgments -- Section I. Games as Designed Experience -- 1. Introduction to Section I -- Kurt Squire -- 2. -- Designed Cultures -- Kurt Squire -- 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. -- 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 -- David Sirlin -- Section II. 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 -- 12. Apprenticeship in Massively Multiplayer Online Games Constance Steinkuebler and Yoonsin Ob -- 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. Culture versus 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 -- Section III. Games as 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 -- 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 Gaming Fluencies with Scratch: Realizing Game Design as an Artistic Process -- Yasmin B. Kafai and Kylie A. Peppler -- 22. "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 -- Afterword: Games and the Future of Education Research Index. ISBN 9780521144520 Sprache: Englisch Gewicht in Gramm: 653.
Anbieter: Revaluation Books, Exeter, Vereinigtes Königreich
EUR 55,43
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In den WarenkorbPaperback. Zustand: Brand New. 224 pages. 9.00x6.00x0.55 inches. In Stock.
Anbieter: Revaluation Books, Exeter, Vereinigtes Königreich
EUR 74,07
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In den WarenkorbPaperback. Zustand: Brand New. 1st edition. 472 pages. 8.90x6.00x1.20 inches. In Stock.
Sprache: Englisch
Verlag: Cambridge University Press, 2012
ISBN 10: 0521144523 ISBN 13: 9780521144520
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
Taschenbuch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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.
Anbieter: Revaluation Books, Exeter, Vereinigtes Königreich
EUR 148,20
Anzahl: 2 verfügbar
In den WarenkorbHardcover. Zustand: Brand New. 1st edition. 472 pages. 9.00x6.00x1.30 inches. In Stock.
Sprache: Englisch
Verlag: Cambridge University Press, 2012
ISBN 10: 052119623X ISBN 13: 9780521196239
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
Buch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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.