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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Bibliographic Details
Other Authors: Steinkuehler, Constance, 1970- (editor of compilcaiton.), Squire, Kurt (Editor), Barab, Sasha A. (Editor)
Format: Book
Language:English
Published: Cambridge : Cambridge University Press, 2012.
Series:Learning in doing.
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.