Technology, Education--Connections (The TEC Series): Video Games and Learning
Teaching and Participatory Culture in the Digital Age
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Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this
Zakup książki
Technology, Education--Connections (The TEC Series): Video Games and Learning, Henry Jenkins, James Agee, Kurt Squire
- Język
- Rok wydania
- 2011
- Oprawa
- (miękka)
Metody płatności
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- Tytuł
- Technology, Education--Connections (The TEC Series): Video Games and Learning
- Podtytuł
- Teaching and Participatory Culture in the Digital Age
- Język
- angielski
- Autorzy
- Henry Jenkins, James Agee, Kurt Squire
- Wydawca
- Teachers College Press
- Rok wydania
- 2011
- Oprawa
- miękka
- Liczba stron
- 272
- ISBN10
- 0807751987
- ISBN13
- 9780807751985
- Seria
- Kategorie
- Opis
- Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this


