Isbn: 9781433109843 - learning in video game affinity spaces: 51 (6 risultati)

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  • Lingua: Inglese

    Editore: Peter Lang, 2012

    1433109840 / 9781433109843

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    Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

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    Buch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games, not in terms of how they should be managed or incorporated into existing educational structures, but for what they tell us about the forms of learning and literacy that are already instantiated within the use of these media. To this end, this book delves deeply into James Paul Gee's (2004) productive and influential concept of the affinity space - the physical or virtual locations (or some combination of the two) where people come together around a shared interest or 'affinity.' By explicating how and why engaged fans of digital media do what they do in online spaces, the authors cast a light, as Gee did, on the promise of these media and the problems facing current educational systems.…

  • Lingua: Inglese

    Editore: Peter Lang Inc., International Academic Publishers, 2012

    1433109840 / 9781433109843

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    Da: Mispah books, Redhill, SURRE, Regno UnitoMispah books

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    hardcover. Condizione: New. NEW. SHIPS FROM MULTIPLE LOCATIONS. book.

  • Lingua: Inglese

    Editore: Peter Lang Mai 2012, 2012

    1433109840 / 9781433109843

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    Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermaniaBuchWeltWeit Ludwig Meier e.K.

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    Buch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games, not in terms of how they should be managed or incorporated into existing educational structures, but for what they tell us about the forms of learning and literacy that are already instantiated within the use of these media. To this end, this book delves deeply into James Paul Gee's (2004) productive and influential concept of the affinity space - the physical or virtual locations (or some combination of the two) where people come together around a shared interest or 'affinity.' By explicating how and why engaged fans of digital media do what they do in online spaces, the authors cast a light, as Gee did, on the promise of these media and the problems facing current educational systems. 262 pp. Englisch.…

  • Lingua: Inglese

    Editore: Peter Lang, 2012

    1433109840 / 9781433109843

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    Da: moluna, Greven, Germaniamoluna

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    Gebunden. Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. The authors consider games as importantly, the social interactions around games, not in terms of how they should be managed or incorporated into existing educational structures, but for what they tell us about the forms of learning and literacy that are alr.…

  • Lingua: Inglese

    Editore: Peter Lang, Peter Lang Mai 2012, 2012

    1433109840 / 9781433109843

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    Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germaniabuchversandmimpf2000

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    Buch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games, not in terms of how they should be managed or incorporated into existing educational structures, but for what they tell us about the forms of learning and literacy that are already instantiated within the use of these media. To this end, this book delves deeply into James Paul Gee¿s (2004) productive and influential concept of the affinity space ¿ the physical or virtual locations (or some combination of the two) where people come together around a shared interest or «affinity.» By explicating how and why engaged fans of digital media do what they do in online spaces, the authors cast a light, as Gee did, on the promise of these media and the problems facing current educational systems.Books on Demand GmbH, Überseering 33, 22297 Hamburg 262 pp. Englisch.…

  • Lingua: Inglese

    Editore: Peter Lang, 2012

    1433109840 / 9781433109843

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    Da: preigu, Osnabrück, Germaniapreigu

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    EUR 158,30

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    Buch. Condizione: Neu. Learning in Video Game Affinity Spaces | Sean C. Duncan (u. a.) | Buch | 262 S. | Englisch | 2012 | Peter Lang | EAN 9781433109843 | Verantwortliche Person für die EU: Kolibri 360 GmbH, Ettore-Bugatti-Str. 6-14, 51149 Köln, produktsicherheit[at]kolibri360[dot]de | Anbieter: preigu Print on Demand. …