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

Media Books     Hardcover Book   (Book with hard spine and cover)
Released June 11, 2012
ISBN13 9780521196239
Publishers Cambridge University Press
Genre Aspects (Academic) > Science / Technology Aspects
Pages 480
Dimensions 162 × 231 × 31 mm   ·   850 g   (Weight (estimated))
Language English  
Editor Barab, Sasha, Ph.D. (Arizona State University)
Editor Squire, Kurt, Ph.D. (University of Wisconsin, Madison)
Editor Steinkuehler, Constance (University of Wisconsin, Madison)

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