Games, Learning, and Society
Herausgeber: Barab, Sasha; Steinkuehler, Constance; Squire, Kurt
Games, Learning, and Society
Herausgeber: Barab, Sasha; Steinkuehler, Constance; Squire, Kurt
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Leaders in the field provide an introduction to video games and learning, including essays on game design and game culture.
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Leaders in the field provide an introduction to video games and learning, including essays on game design and game culture.
Produktdetails
- Produktdetails
- Verlag: Cambridge University Press
- Seitenzahl: 490
- Erscheinungstermin: 6. September 2012
- Englisch
- Abmessung: 235mm x 157mm x 33mm
- Gewicht: 941g
- ISBN-13: 9780521196239
- ISBN-10: 052119623X
- Artikelnr.: 35118089
- Verlag: Cambridge University Press
- Seitenzahl: 490
- Erscheinungstermin: 6. September 2012
- Englisch
- Abmessung: 235mm x 157mm x 33mm
- Gewicht: 941g
- ISBN-13: 9780521196239
- ISBN-10: 052119623X
- Artikelnr.: 35118089
Part I. Games as Designed Experience: 1. Videogames as designed experience:
section one 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, Kurt Squire and Sarah Chu; 9. Yomi: spies of
the mind David Sirlin; Part II. Games as Emergent Culture: 10. Videogames
as emergent culture: section two Constance Steinkuehler; 11. Nurturing
affinity spaces and game-based learning James Paul Gee and Elisabeth Hayes;
12. Apprenticeship in massively multiplayer online games Constance
Steinkuehler and Yoonsin Oh; 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 vs. 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; Part III. Games as a
Twenty-First-Century Curriculum: 17. Videogames as a twenty-first-century
curriculum: section three Sasha Barab; 18. Prediction and explanation as
design mechanics in conceptually integrated digital games to help players
articulate the tacit understandings they build through gameplay 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 game fluencies with
scratch: realizing game design as an artistic process Yasmin B. Kafai and
Kyle 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.
section one 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, Kurt Squire and Sarah Chu; 9. Yomi: spies of
the mind David Sirlin; Part II. Games as Emergent Culture: 10. Videogames
as emergent culture: section two Constance Steinkuehler; 11. Nurturing
affinity spaces and game-based learning James Paul Gee and Elisabeth Hayes;
12. Apprenticeship in massively multiplayer online games Constance
Steinkuehler and Yoonsin Oh; 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 vs. 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; Part III. Games as a
Twenty-First-Century Curriculum: 17. Videogames as a twenty-first-century
curriculum: section three Sasha Barab; 18. Prediction and explanation as
design mechanics in conceptually integrated digital games to help players
articulate the tacit understandings they build through gameplay 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 game fluencies with
scratch: realizing game design as an artistic process Yasmin B. Kafai and
Kyle 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.
Part I. Games as Designed Experience: 1. Videogames as designed experience:
section one 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, Kurt Squire and Sarah Chu; 9. Yomi: spies of
the mind David Sirlin; Part II. Games as Emergent Culture: 10. Videogames
as emergent culture: section two Constance Steinkuehler; 11. Nurturing
affinity spaces and game-based learning James Paul Gee and Elisabeth Hayes;
12. Apprenticeship in massively multiplayer online games Constance
Steinkuehler and Yoonsin Oh; 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 vs. 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; Part III. Games as a
Twenty-First-Century Curriculum: 17. Videogames as a twenty-first-century
curriculum: section three Sasha Barab; 18. Prediction and explanation as
design mechanics in conceptually integrated digital games to help players
articulate the tacit understandings they build through gameplay 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 game fluencies with
scratch: realizing game design as an artistic process Yasmin B. Kafai and
Kyle 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.
section one 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, Kurt Squire and Sarah Chu; 9. Yomi: spies of
the mind David Sirlin; Part II. Games as Emergent Culture: 10. Videogames
as emergent culture: section two Constance Steinkuehler; 11. Nurturing
affinity spaces and game-based learning James Paul Gee and Elisabeth Hayes;
12. Apprenticeship in massively multiplayer online games Constance
Steinkuehler and Yoonsin Oh; 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 vs. 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; Part III. Games as a
Twenty-First-Century Curriculum: 17. Videogames as a twenty-first-century
curriculum: section three Sasha Barab; 18. Prediction and explanation as
design mechanics in conceptually integrated digital games to help players
articulate the tacit understandings they build through gameplay 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 game fluencies with
scratch: realizing game design as an artistic process Yasmin B. Kafai and
Kyle 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.