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 da...

Buy Now From Amazon

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.

  • Used Book in Good Condition
  • Used Book in Good Condition

Similar Products

What Video Games Have to Teach Us About Learning and Literacy. Second EditionVideo Games and Learning: Teaching and Participatory Culture in the Digital Age (Technology, Education--Connections)Reality Is Broken: Why Games Make Us Better and How They Can Change the WorldThe Anti-Education Era: Creating Smarter Students through Digital LearningDigital Games and Learning: Research and Theory