Lingua: Inglese
Editore: Peter Lang Inc., International A, 2012
ISBN 10: 1433109832 ISBN 13: 9781433109836
Da: HPB-Red, Dallas, TX, U.S.A.
paperback. Condizione: Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority!
Lingua: Inglese
Editore: Peter Lang Inc., International Academic Publi, 2012
ISBN 10: 1433109832 ISBN 13: 9781433109836
Da: ThriftBooks-Atlanta, AUSTELL, GA, U.S.A.
Paperback. Condizione: Very Good. No Jacket. May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less.
Lingua: Inglese
Editore: Peter Lang Inc., International A, 2012
ISBN 10: 1433109832 ISBN 13: 9781433109836
Da: suffolkbooks, Center moriches, NY, U.S.A.
paperback. Condizione: Very Good. Fast Shipping - Safe and Secure 7 days a week!
Lingua: Inglese
Editore: Peter Lang Inc., International Academic Publishers, 2012
ISBN 10: 1433109832 ISBN 13: 9781433109836
Da: GreatBookPrices, Columbia, MD, U.S.A.
Condizione: As New. Unread book in perfect condition.
Lingua: Inglese
Editore: Peter Lang Inc., International Academic Publishers, 2012
ISBN 10: 1433109832 ISBN 13: 9781433109836
Da: GreatBookPrices, Columbia, MD, U.S.A.
Condizione: New.
Da: Grand Eagle Retail, Bensenville, IL, U.S.A.
Prima edizione
Paperback. Condizione: new. Paperback. 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 Gees (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. 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 already instantiated within the use of these media. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Lingua: Inglese
Editore: Peter Lang Publishing Inc, US, 2012
ISBN 10: 1433109832 ISBN 13: 9781433109836
Da: Rarewaves.com USA, London, LONDO, Regno Unito
EUR 48,08
Quantità: 8 disponibili
Aggiungi al carrelloPaperback. Condizione: New. 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.
Da: Anybook.com, Lincoln, Regno Unito
EUR 32,60
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Aggiungi al carrelloCondizione: Fair. Volume 51. This is an ex-library book and may have the usual library/used-book markings inside.This book has soft covers. In fair condition, suitable as a study copy. Please note the Image in this listing is a stock photo and may not match the covers of the actual item,450grams, ISBN:9781433109836.
Lingua: Inglese
Editore: Peter Lang Inc., International Academic Publi 2012-05, 2012
ISBN 10: 1433109832 ISBN 13: 9781433109836
Da: Chiron Media, Wallingford, Regno Unito
EUR 34,81
Quantità: 10 disponibili
Aggiungi al carrelloPF. Condizione: New.
Lingua: Inglese
Editore: Peter Lang Inc., International Academic Publishers, 2012
ISBN 10: 1433109832 ISBN 13: 9781433109836
Da: Ria Christie Collections, Uxbridge, Regno Unito
EUR 39,85
Quantità: 19 disponibili
Aggiungi al carrelloCondizione: New. In.
Lingua: Inglese
Editore: Peter Lang Inc., International Academic Publishers, 2012
ISBN 10: 1433109832 ISBN 13: 9781433109836
Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 37,72
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Aggiungi al carrelloCondizione: New.
Lingua: Inglese
Editore: Peter Lang Publishing, Incorporated, 2012
ISBN 10: 1433109832 ISBN 13: 9781433109836
Da: Books Puddle, New York, NY, U.S.A.
Condizione: New. pp. vi + 254.
Lingua: Inglese
Editore: Peter Lang Inc., International Academic Publishers, 2012
ISBN 10: 1433109832 ISBN 13: 9781433109836
Da: Lucky's Textbooks, Dallas, TX, U.S.A.
Condizione: New.
Lingua: Inglese
Editore: Peter Lang Inc., International Academic Publishers, 2012
ISBN 10: 1433109832 ISBN 13: 9781433109836
Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 44,52
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Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
Lingua: Inglese
Editore: Peter Lang, Peter Lang Mai 2012, 2012
ISBN 10: 1433109832 ISBN 13: 9781433109836
Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germania
EUR 41,85
Quantità: 2 disponibili
Aggiungi al carrelloTaschenbuch. Condizione: Neu. 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.
EUR 41,85
Quantità: 1 disponibili
Aggiungi al carrelloTaschenbuch. 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.
Da: AussieBookSeller, Truganina, VIC, Australia
Prima edizione
EUR 79,14
Quantità: 1 disponibili
Aggiungi al carrelloPaperback. Condizione: new. Paperback. 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 Gees (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. 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 already instantiated within the use of these media. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Lingua: Inglese
Editore: Peter Lang Publishing Inc, US, 2012
ISBN 10: 1433109832 ISBN 13: 9781433109836
Da: Rarewaves.com UK, London, Regno Unito
EUR 44,61
Quantità: 8 disponibili
Aggiungi al carrelloPaperback. Condizione: New. 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, Peter Lang Mai 2012, 2012
ISBN 10: 1433109840 ISBN 13: 9781433109843
Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germania
EUR 158,30
Quantità: 2 disponibili
Aggiungi al carrelloBuch. Condizione: Neu. 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.
EUR 158,30
Quantità: 1 disponibili
Aggiungi al carrelloBuch. 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.
Da: THE SAINT BOOKSTORE, Southport, Regno Unito
EUR 43,59
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Aggiungi al carrelloPaperback / softback. Condizione: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days.
Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germania
EUR 41,85
Quantità: 2 disponibili
Aggiungi al carrelloTaschenbuch. 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.
Da: moluna, Greven, Germania
EUR 41,85
Quantità: Più di 20 disponibili
Aggiungi al carrelloCondizione: 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.
Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germania
EUR 158,30
Quantità: 2 disponibili
Aggiungi al carrelloBuch. 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.
Da: moluna, Greven, Germania
EUR 158,30
Quantità: Più di 20 disponibili
Aggiungi al carrelloGebunden. 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.
Da: preigu, Osnabrück, Germania
EUR 158,30
Quantità: 5 disponibili
Aggiungi al carrelloBuch. 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: BoD - Books on Demand, In de Tarpen 42, 22848 Norderstedt, info[at]bod[dot]de | Anbieter: preigu Print on Demand.