Zusammenfassungen
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.
Dieses Buch erwähnt ...
![]() Personen KB IB clear | Philip E. Agre , Donald A. Norman | |||||||||||||||||||||||||||
![]() Begriffe KB IB clear | concept inventory (CIL)
, design thinking
, formal learningformal learning
, game-based learninggame-based learning
, Gesellschaft society
, informal learninginformal learning
, kulturelles Kapital
, Lernen learning
, Spiel game
, World of Warcraft
, Zone of Proximal Development
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Dieses Buch erwähnt vermutlich nicht ... 
![]() Nicht erwähnte Begriffe | Bildung |
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2 Erwähnungen 
- Second Handbook of Information Technology in Primary and Secondary Education (Joke Voogt, Gerald Knezek, Rhonda Christensen, Kwok-Wing Lai) (2018)
- 40. Assessing Problem-Solving Skills in Game-Based Immersive Environments (Valerie J. Shute, Benjamin Emihovich)
- 59. Guiding Questions for Game-Based Learning (Karen Schrier)
- 40. Assessing Problem-Solving Skills in Game-Based Immersive Environments (Valerie J. Shute, Benjamin Emihovich)
Volltext dieses Dokuments
Bibliographisches 
| Titel | Format | Bez. | Aufl. | Jahr | ISBN | ||||||
| Games, Learning, and Society | E | - | - | 0 | 0521144523 | ![]() |
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| Games, Learning, and Society | E | - | - | 0 | 052119623X | ![]() |
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Beat und dieses Buch
Beat hat dieses Buch während seiner Zeit am Institut für Medien und Schule (IMS) ins Biblionetz aufgenommen. Beat besitzt kein physisches, aber ein digitales Exemplar. (das er aber aus Urheberrechtsgründen nicht einfach weitergeben darf). Es gibt bisher nur wenige Objekte im Biblionetz, die dieses Werk zitieren.

design thinking
Gesellschaft
Lernen
Spiel


, 2783 kByte) 



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