Games, Learning, and Society: Learning and Meaning in the Digital Age - Learning in Doing: Social, Cognitive and Computational Perspectives - Constance Steinkuehler - Grāmatas - Cambridge University Press - 9780521196239 - 2012. gada 11. jūnijs
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Games, Learning, and Society: Learning and Meaning in the Digital Age - Learning in Doing: Social, Cognitive and Computational Perspectives

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This volume covers major topics in the field of video games and learning. Written by some of the most influential thinkers in the field, it argues that video games are an important medium for shaping how people - young and old alike - think and learn in the digital age.


480 pages, 31 b/w illus. 5 tables

Mediji Grāmatas     Hardcover Book   (Grāmata ar cieto muguriņu un vāku)
Izlaists 2012. gada 11. jūnijs
ISBN13 9780521196239
Izdevēji Cambridge University Press
Žanrs Aspects (Academic) > Science / Technology Aspects
Lapas 480
Izmēri 162 × 231 × 31 mm   ·   850 g   (Svars (aptuveni))
Valoda Angļu  
Redaktors Barab, Sasha, Ph.D. (Arizona State University)
Redaktors Squire, Kurt, Ph.D. (University of Wisconsin, Madison)
Redaktors Steinkuehler, Constance (University of Wisconsin, Madison)

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