Sprache: Englisch
Verlag: Peter Lang Inc., International Academic Publishers, 2012
ISBN 10: 1433109832 ISBN 13: 9781433109836
Anbieter: PBShop.store UK, Fairford, GLOS, Vereinigtes Königreich
EUR 37,79
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In den WarenkorbPAP. Zustand: New. New Book. Shipped from UK. Established seller since 2000.
Sprache: Englisch
Verlag: New York - AMS Press 2004 [1999]., 2004
ISBN 10: 0404622275 ISBN 13: 9780404622275
Anbieter: Antiquariat Thomas Haker GmbH & Co. KG, Berlin, Deutschland
Verbandsmitglied: GIAQ
EUR 15,04
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In den WarenkorbCloth. Zustand: Sehr gut. Ca. 600 p. Very good. Shrink wrapped. / Sehr guter Zustand. In Folie verschweißt. Sprache: Englisch Gewicht in Gramm: 1170.
Sprache: Englisch
Verlag: Peter Lang Publishing Inc, 2012
ISBN 10: 1433109832 ISBN 13: 9781433109836
Anbieter: Anybook.com, Lincoln, Vereinigtes Königreich
EUR 33,03
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In den WarenkorbZustand: Fair. Volume 51. This is an ex-library book and may have the usual library/used-book markings inside.This book has soft covers. In fair condition, suitable as a study copy. Please note the Image in this listing is a stock photo and may not match the covers of the actual item,450grams, ISBN:9781433109836.
Sprache: Englisch
Verlag: Peter Lang Inc., International Academic Publishers, 2012
ISBN 10: 1433109832 ISBN 13: 9781433109836
Anbieter: Ria Christie Collections, Uxbridge, Vereinigtes Königreich
EUR 39,30
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In den WarenkorbZustand: New. In.
Sprache: Englisch
Verlag: Peter Lang Inc., International Academic Publishers, 2012
ISBN 10: 1433109832 ISBN 13: 9781433109836
Anbieter: PBShop.store US, Wood Dale, IL, USA
PAP. Zustand: New. New Book. Shipped from UK. Established seller since 2000.
Sprache: Englisch
Verlag: Peter Lang Publishing Inc, 2012
ISBN 10: 1433109832 ISBN 13: 9781433109836
Anbieter: Kennys Bookstore, Olney, MD, USA
Zustand: New. The authors consider games 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. Editor(s): Hayes, Elisabeth R.; Duncan, Sean C. Series: New Literacies and Digital Epistemologies. Num Pages: 254 pages, black & white illustrations, black & white tables, figures. BIC Classification: CBP; GTC; JH; JN. Category: (P) Professional & Vocational. Dimension: 152 x 225 x 20. Weight in Grams: 374. . 2012. First printing. Paperback. . . . . Books ship from the US and Ireland.
Taschenbuch. 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.
Taschenbuch. Zustand: Neu. Learning in Video Game Affinity Spaces | Sean C. Duncan (u. a.) | Taschenbuch | 262 S. | Englisch | 2012 | Peter Lang | EAN 9781433109836 | Verantwortliche Person für die EU: Lang, Peter GmbH, Gontardstr. 11, 10178 Berlin, r[dot]boehm-korff[at]peterlang[dot]com | Anbieter: preigu.
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.