Games, Learning, and Society: Digital Age Education & Meaning in Gaming - Cognitive & Social Perspectives for Classroom & Online Learning
Games, Learning, and Society: Digital Age Education & Meaning in Gaming - Cognitive & Social Perspectives for Classroom & Online Learning
Games, Learning, and Society: Digital Age Education & Meaning in Gaming - Cognitive & Social Perspectives for Classroom & Online Learning
Games, Learning, and Society: Digital Age Education & Meaning in Gaming - Cognitive & Social Perspectives for Classroom & Online Learning

Games, Learning, and Society: Digital Age Education & Meaning in Gaming - Cognitive & Social Perspectives for Classroom & Online Learning

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Description

This volume is the first reader on videogames and learning of its kind. Covering game design, game culture, and games as 21st 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.

Reviews

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- Verified Buyer
Borrowed it from the library. It's divided into three sections, one about video game design theory, one about the cultural aspect of gaming, and another about bringing video games into the classroom, so if that's what you're interest in, then this is the book for you. I was more interested in designing my course as a game, so it wasn't particularly helpful, but not altogether unhelpful. I found Salen & Zimmerman's two main works more enlightening for game design theory, and Gee more enlightening for the pedagogical aspect of gaming.