ISBN: 9781433109843 - learning in video game affinity spaces: 51 (new literacies and digital epistemologies) (6 resultados)

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  • Idioma: Inglés

    Editorial: Peter Lang, 2012

    1433109840 / 9781433109843

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    Librería: AHA-BUCH GmbH, Einbeck, AlemaniaAHA-BUCH GmbH

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    Buch. Condición: 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.…

  • Idioma: Inglés

    Editorial: Peter Lang Inc., International Academic Publishers, 2012

    1433109840 / 9781433109843

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    Librería: Mispah books, Redhill, SURRE, Reino UnidoMispah books

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    EUR 496,96

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    hardcover. Condición: New. NEW. SHIPS FROM MULTIPLE LOCATIONS. book.

  • Idioma: Inglés

    Editorial: Peter Lang Mai 2012, 2012

    1433109840 / 9781433109843

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    Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AlemaniaBuchWeltWeit Ludwig Meier e.K.

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    Buch. Condición: 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.…

  • Idioma: Inglés

    Editorial: Peter Lang, 2012

    1433109840 / 9781433109843

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    Librería: moluna, Greven, Alemaniamoluna

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    Condición: 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.…

  • Idioma: Inglés

    Editorial: Peter Lang, Peter Lang Mai 2012, 2012

    1433109840 / 9781433109843

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    Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemaniabuchversandmimpf2000

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    Cantidad disponible: 1 disponible

    Buch. Condición: Neu. This item is printed on demand - Print on Demand Titel. 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.…

  • Idioma: Inglés

    Editorial: Peter Lang, 2012

    1433109840 / 9781433109843

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    Librería: preigu, Osnabrück, Alemaniapreigu

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    Condición: Nuevo

    EUR 158,30

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    Buch. Condición: Neu. Learning in Video Game Affinity Spaces | Sean C. Duncan (u. a.) | Buch | New Literacies and Digital Epistemologies | 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. …