Pastāsti draugiem par šo preci:
Games, Learning, and Society: Learning and Meaning in the Digital Age - Learning in Doing: Social, Cognitive and Computational Perspectives Constance Steinkuehler
Games, Learning, and Society: Learning and Meaning in the Digital Age - Learning in Doing: Social, Cognitive and Computational Perspectives
Constance Steinkuehler
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) |