"Video games Social aspects Online." . . "learning." . . "Jeux vidéo Aspect social." . . "PSYCHOLOGY General." . . "PSYCHOLOGY / General" . "Psicologia de l'aprenentatge." . . "Jeux vidéo Design." . . "Videojocs Aspectes psicològics." . . . . "Video games Social aspects." . . "družba." . . "Psychologie de l'apprentissage." . . "Video juegos Diseño En línea." . . "Steinkuehler, Constance." . . "Gry wideo aspekt psychologiczny." . . "society." . . "Video games Psychological aspects." . . "Online-Spiel." . . "Jeux vidéo Conception." . . "Video games Psychological aspects Online." . . "Lernen." . . "Sport & Recreation." . . . . . . . "Games, learning, and society learning and meaning in the digital age"@en . . . . "Games, Learning, and Society : learning and meaning in the digital age" . . "Games, learning and society : learning and meaning in the digital age" . . . "Aufsatzsammlung" . . . "Games, learning, and society : learning and meaning in the digital age" . "Games, learning, and society : learning and meaning in the digital age"@en . . . . . . . . . . "Games, Learning, & Society" . "This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age." . "This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age."@en . . . . . "Electronic books"@en . . . . . . . . "\"This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age\"--Provided by publisher."@en . . . . . . . . . . . . . . . . . . "Games, Learning, and Society"@en . . . . . . . . . "Learning and meaning in the digital age" . . . . . . . . . . "\"This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age\"--"@en . "\"This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age\"--" . . . "Videojocs." . . "Gry wideo aspekt społeczny." . . "učenje." . . "Learning, Psychology of." . . "GAMES Video & Electronic." . . "Video games Design." . . "Video games Study and teaching." . . "play." . . "Jeux vidéo Aspect psychologique." . . "Gry wideo design." . . "Jeux vidéo Étude et enseignement." . . "Video juegos Aspectos psicológicos En línea." . . "igra." . . "Psychologia uczenia się." . .