Video games and learning:teaching and participatory culture in the digital age

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Bibliographic Details
Main Authors: Squire Kurt
Group Author: Jenkins Henry 1958-
Published: Teachers College Press,
Publisher Address: New York
Publication Dates: c2011.
Literature type: Book
Language: English
Series: Technology, education--connections : the TEC series
Subjects:
Carrier Form: xvi, 253 p.: ill. ; 26 cm.
ISBN: 9780807751985 (pbk. : alk. paper)
0807751987
9780807751992 (hardcover : alk. paper)
0807751995 (hardcover : alk. paper)
Index Number: G899
CLC: G899
Call Number: G899/S774-1
Contents: Includes bibliographical references and index.
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the 'gamer generation"? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analysis of games, game culture, and educational game design.
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the 'gamer generation'? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analysis of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of edu