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Games, Learning, and Society

Games, Learning, and Society Learning and Meaning in the Digital Age - Learning in Doing

Paperback (09 Jun 2012)

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Publisher's Synopsis

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.

About the Publisher

Cambridge University Press

Cambridge University Press dates from 1534 and is part of the University of Cambridge. We further the University's mission by disseminating knowledge in the pursuit of education, learning and research at the highest international levels of excellence.

Book information

ISBN: 9780521144520
Publisher: Cambridge University Press
Imprint: Cambridge University Press
Pub date:
DEWEY: 794.8
DEWEY edition: 23
Language: English
Number of pages: 490
Weight: 730g
Height: 229mm
Width: 155mm
Spine width: 26mm