Articles liés à Learning in Video Game Affinity Spaces

Learning in Video Game Affinity Spaces - Couverture rigide

 
9781433109843: Learning in Video Game Affinity Spaces

Synopsis

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.

Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.

À propos de l?auteur

Elisabeth R. Hayes is Professor of English at Arizona State University. Her research interests focus on how the social and cultural aspects of online gaming communities support learning, particularly the development of fluency with digital technology. Her recent books include Women and Gaming : The Sims and 21st Century Learning (2010) and Language and Learning in a Digital Age (2011), both co-authored with James Paul Gee. Sean C. Duncan is the Armstrong Professor of Interactive Media, an Assistant Professor in Miami University's School of Education, Health, and Society and Armstrong Institute for Interactive Media Studies. His current research is focused on understanding the learning and literacy implications of online cultures around games and game design.

Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.

Acheter neuf

Afficher cet article
EUR 158,30

Autre devise

EUR 9,70 expédition depuis Allemagne vers France

Destinations, frais et délais

Autres éditions populaires du même titre

9781433109836: Learning in Video Game Affinity Spaces

Edition présentée

ISBN 10 :  1433109832 ISBN 13 :  9781433109836
Editeur : Peter Lang Publishing Inc, 2012
Couverture souple

Résultats de recherche pour Learning in Video Game Affinity Spaces

Image fournie par le vendeur

Hayes, Elisabeth R.|Duncan, Sean C.
Edité par Peter Lang, 2012
ISBN 10 : 1433109840 ISBN 13 : 9781433109843
Neuf Couverture rigide
impression à la demande

Vendeur : moluna, Greven, Allemagne

Évaluation du vendeur 5 sur 5 étoiles Evaluation 5 étoiles, En savoir plus sur les évaluations des vendeurs

Gebunden. Etat : 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. N° de réf. du vendeur 127385705

Contacter le vendeur

Acheter neuf

EUR 158,30
Autre devise
Frais de port : EUR 9,70
De Allemagne vers France
Destinations, frais et délais

Quantité disponible : Plus de 20 disponibles

Ajouter au panier

Image fournie par le vendeur

Sean C. Duncan
Edité par Peter Lang, 2012
ISBN 10 : 1433109840 ISBN 13 : 9781433109843
Neuf Couverture rigide

Vendeur : AHA-BUCH GmbH, Einbeck, Allemagne

Évaluation du vendeur 5 sur 5 étoiles Evaluation 5 étoiles, En savoir plus sur les évaluations des vendeurs

Buch. Etat : 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. N° de réf. du vendeur 9781433109843

Contacter le vendeur

Acheter neuf

EUR 158,30
Autre devise
Frais de port : EUR 10,99
De Allemagne vers France
Destinations, frais et délais

Quantité disponible : 1 disponible(s)

Ajouter au panier

Image fournie par le vendeur

Sean C. Duncan
Edité par Peter Lang Mai 2012, 2012
ISBN 10 : 1433109840 ISBN 13 : 9781433109843
Neuf Couverture rigide
impression à la demande

Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Allemagne

Évaluation du vendeur 5 sur 5 étoiles Evaluation 5 étoiles, En savoir plus sur les évaluations des vendeurs

Buch. Etat : 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. N° de réf. du vendeur 9781433109843

Contacter le vendeur

Acheter neuf

EUR 158,30
Autre devise
Frais de port : EUR 11
De Allemagne vers France
Destinations, frais et délais

Quantité disponible : 2 disponible(s)

Ajouter au panier

Image fournie par le vendeur

Sean C. Duncan
ISBN 10 : 1433109840 ISBN 13 : 9781433109843
Neuf Couverture rigide

Vendeur : buchversandmimpf2000, Emtmannsberg, BAYE, Allemagne

Évaluation du vendeur 5 sur 5 étoiles Evaluation 5 étoiles, En savoir plus sur les évaluations des vendeurs

Buch. Etat : 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. N° de réf. du vendeur 9781433109843

Contacter le vendeur

Acheter neuf

EUR 158,30
Autre devise
Frais de port : EUR 15
De Allemagne vers France
Destinations, frais et délais

Quantité disponible : 2 disponible(s)

Ajouter au panier

Image fournie par le vendeur

Sean C. Duncan (u. a.)
Edité par Peter Lang, 2012
ISBN 10 : 1433109840 ISBN 13 : 9781433109843
Neuf Couverture rigide
impression à la demande

Vendeur : preigu, Osnabrück, Allemagne

Évaluation du vendeur 5 sur 5 étoiles Evaluation 5 étoiles, En savoir plus sur les évaluations des vendeurs

Buch. Etat : 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: Lang, Peter GmbH, Gontardstr. 11, 10178 Berlin, r[dot]boehm-korff[at]peterlang[dot]com | Anbieter: preigu Print on Demand. N° de réf. du vendeur 104164066

Contacter le vendeur

Acheter neuf

EUR 158,30
Autre devise
Frais de port : EUR 45
De Allemagne vers France
Destinations, frais et délais

Quantité disponible : 5 disponible(s)

Ajouter au panier