Games, learning, and society : learning and meaning in the digital age /
"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 thinke...
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Other Authors: | , , |
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Format: | Book |
Language: | English |
Published: |
Cambridge :
Cambridge University Press,
2012.
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Series: | Learning in doing.
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Subjects: |
Table of Contents:
- 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 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.
- Section III. Games as a 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 game 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.