Learning video game affinity (28 resultados)

Título
Refinar con la Búsqueda avanzada

Filtrar la búsqueda

  • Libros (28)

a

Intervalo de precios personalizado (EUR)

a

  • Idioma: Inglés

    Editorial: Peter Lang Inc., International A, 2012

    1433109832 / 9781433109836

    • Tapa blanda

    Librería: suffolkbooks, center moriches, NY, Estados Unidos de Americasuffolkbooks

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Usado - Bueno

    EUR 15,94

    Envío por EUR 3,43 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: 2 disponibles

    paperback. Condición: Very Good. Fast Shipping - Safe and Secure 7 days a week.

  • Idioma: Inglés

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

    1433109832 / 9781433109836

    • Tapa blanda

    Librería: PBShop.store UK, Fairford, GLOS, Reino UnidoPBShop.store UK

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 38,17

    Envío por EUR 4,85 
    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: 15 disponibles

    PAP. Condición: New. New Book. Shipped from UK. Established seller since 2000.

  • Idioma: Inglés

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

    1433109832 / 9781433109836

    • Tapa blanda

    Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 41,97

    Envío por EUR 2,27 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: Más de 20 disponibles

    Condición: New.

  • Idioma: Inglés

    Editorial: Peter Lang Publishing Inc, US, 2012

    1433109832 / 9781433109836

    • Tapa blanda

    Librería: Rarewaves.com USA, London, LONDO, Reino UnidoRarewaves.com USA

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 44,84

     Gastos de envío gratis 
    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: 9 disponibles

    Paperback. Condición: New. 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

    1433109832 / 9781433109836

    • Tapa blanda

    Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Usado - Como Nuevo

    EUR 42,97

    Envío por EUR 2,27 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: Más de 20 disponibles

    Condición: As New. Unread book in perfect condition.

  • Idioma: Inglés

    Editorial: Peter Lang Publishing Inc, 2012

    1433109832 / 9781433109836

    • Tapa blanda

    Librería: Anybook.com, Lincoln, Reino UnidoAnybook.com

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Usado - Regular

    EUR 33,36

    Envío por EUR 15,84 
    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: 1 disponibles

    Condición: Fair. Volume 51. This is an ex-library book and may have the usual library/used-book markings inside.This book has soft covers. In fair condition, suitable as a study copy. Please note the Image in this listing is a stock photo and may not match the covers of the actual item,450grams, ISBN:9781433109836.

  • Idioma: Inglés

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

    1433109832 / 9781433109836

    • Tapa blanda

    Librería: PBShop.store US, Wood Dale, IL, Estados Unidos de AmericaPBShop.store US

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 53,55

     Gastos de envío gratis 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: 15 disponibles

    PAP. Condición: New. New Book. Shipped from UK. Established seller since 2000.

  • Idioma: Inglés

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

    1433109832 / 9781433109836

    • Tapa blanda

    Librería: Ria Christie Collections, Uxbridge, Reino UnidoRia Christie Collections

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 39,69

    Envío por EUR 13,95 
    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: Más de 20 disponibles

    Condición: New. In.

  • Idioma: Inglés

    Editorial: Peter Lang Publishing Inc, 2012

    1433109832 / 9781433109836

    • Tapa blanda
    • Primera edición

    Librería: Grand Eagle Retail, Bensenville, IL, Estados Unidos de AmericaGrand Eagle Retail

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 54,72

     Gastos de envío gratis 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: 1 disponibles

    Paperback. Condición: new. Paperback. 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 Gees (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. 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 already instantiated within the use of these media. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

  • Idioma: Inglés

    Editorial: Peter Lang Publishing, Incorporated, 2012

    1433109832 / 9781433109836

    • Tapa blanda

    Librería: Books Puddle, New York, NY, Estados Unidos de AmericaBooks Puddle

    Vendedor de 4 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 52,45

    Envío por EUR 3,43 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: 1 disponibles

    Condición: New. pp. vi + 254.

  • Idioma: Inglés

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

    1433109832 / 9781433109836

    • Tapa blanda

    Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 38,17

    Envío por EUR 17,47 
    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: Más de 20 disponibles

    Condición: New.

  • Idioma: Inglés

    Editorial: Peter Lang Publishing Inc, 2012

    1433109832 / 9781433109836

    • Tapa blanda
    • Primera edición

    Librería: Kennys Bookshop and Art Galleries Ltd., Galway, GY, IrlandaKennys Bookshop and Art Galleries Ltd.

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 44,93

    Envío por EUR 9,50 
    Se envía de Irlanda a Estados Unidos de America

    Cantidad disponible: Más de 20 disponibles

    Condición: New. 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 already instantiated within the use of these media. Editor(s): Hayes, Elisabeth R.; Duncan, Sean C. Series: New Literacies and Digital Epistemologies. Num Pages: 254 pages, black & white illustrations, black & white tables, figures. BIC Classification: CBP; GTC; JH; JN. Category: (P) Professional & Vocational. Dimension: 152 x 225 x 20. Weight in Grams: 374. . 2012. First printing. Paperback. . . . .

  • Idioma: Inglés

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

    1433109832 / 9781433109836

    • Tapa blanda

    Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Usado - Como Nuevo

    EUR 45,81

    Envío por EUR 17,47 
    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: Más de 20 disponibles

    Condición: As New. Unread book in perfect condition.

  • Idioma: Inglés

    Editorial: Peter Lang Publishing Inc, 2012

    1433109832 / 9781433109836

    • Tapa blanda

    Librería: Kennys Bookstore, Olney, MD, Estados Unidos de AmericaKennys Bookstore

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 55,70

    Envío por EUR 9,03 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: Más de 20 disponibles

    Condición: New. 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 already instantiated within the use of these media. Editor(s): Hayes, Elisabeth R.; Duncan, Sean C. Series: New Literacies and Digital Epistemologies. Num Pages: 254 pages, black & white illustrations, black & white tables, figures. BIC Classification: CBP; GTC; JH; JN. Category: (P) Professional & Vocational. Dimension: 152 x 225 x 20. Weight in Grams: 374. . 2012. First printing. Paperback. . . . . Books ship from the US and Ireland.

  • Idioma: Inglés

    Editorial: Peter Lang, Peter Lang, 2012

    1433109832 / 9781433109836

    • Tapa blanda

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

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 41,85

    Envío por EUR 61,87 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 1 disponibles

    Taschenbuch. 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.

  • Más imágenes

    Idioma: Inglés

    Editorial: Peter Lang, 2012

    1433109832 / 9781433109836

    • Tapa blanda

    Librería: preigu, Osnabrück, Alemaniapreigu

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 41,85

    Envío por EUR 70,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 5 disponibles

    Taschenbuch. Condición: Neu. Learning in Video Game Affinity Spaces | Sean C. Duncan (u. a.) | Taschenbuch | 262 S. | Englisch | 2012 | Peter Lang | EAN 9781433109836 | Verantwortliche Person für die EU: BoD - Books on Demand, In de Tarpen 42, 22848 Norderstedt, info[at]bod[dot]de | Anbieter: preigu.

  • Idioma: Inglés

    Editorial: Peter Lang Publishing Inc, 2012

    1433109832 / 9781433109836

    • Tapa blanda
    • Primera edición

    Librería: AussieBookSeller, Truganina, VIC, AustraliaAussieBookSeller

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 84,76

    Envío por EUR 31,82 
    Se envía de Australia a Estados Unidos de America

    Cantidad disponible: 1 disponibles

    Paperback. Condición: new. Paperback. 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 Gees (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. 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 already instantiated within the use of these media. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.

  • Idioma: Inglés

    Editorial: Peter Lang Publishing Inc, US, 2012

    1433109832 / 9781433109836

    • Tapa blanda

    Librería: Rarewaves.com UK, London, Reino UnidoRarewaves.com UK

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 42,73

    Envío por EUR 75,71 
    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: 9 disponibles

    Paperback. Condición: New. 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, 2012

    1433109840 / 9781433109843

    • Tapa dura

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

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 158,30

    Envío por EUR 62,61 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 1 disponibles

    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

    • Tapa dura

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

    Vendedor de 4 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 419,89

    Envío por EUR 29,12 
    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: 1 disponibles

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

  • Idioma: Inglés

    Editorial: Peter Lang Publishing Inc, 2012

    1433109832 / 9781433109836

    • Tapa blanda
    • Impresión bajo demanda

    Librería: THE SAINT BOOKSTORE, Southport, Reino UnidoTHE SAINT BOOKSTORE

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 44,92

    Envío por EUR 17,30 
    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: Más de 20 disponibles

    Paperback / softback. Condición: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days.

  • Idioma: Inglés

    Editorial: Peter Lang Mai 2012, 2012

    1433109832 / 9781433109836

    • Tapa blanda
    • Impresión bajo demanda

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

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 41,85

    Envío por EUR 23,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 2 disponibles

    Taschenbuch. 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

    1433109832 / 9781433109836

    • Tapa blanda
    • Impresión bajo demanda

    Librería: moluna, Greven, Alemaniamoluna

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 41,85

    Envío por EUR 48,99 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: Más de 20 disponibles

    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

    1433109832 / 9781433109836

    • Tapa blanda
    • Impresión bajo demanda

    Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemaniabuchversandmimpf2000

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 41,85

    Envío por EUR 60,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 1 disponibles

    Taschenbuch. 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 Mai 2012, 2012

    1433109840 / 9781433109843

    • Tapa dura
    • Impresión bajo demanda

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

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 158,30

    Envío por EUR 23,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 2 disponibles

    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

    • Tapa dura
    • Impresión bajo demanda

    Librería: moluna, Greven, Alemaniamoluna

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 158,30

    Envío por EUR 48,99 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: Más de 20 disponibles

    Gebunden. 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

    • Tapa dura
    • Impresión bajo demanda

    Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemaniabuchversandmimpf2000

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 158,30

    Envío por EUR 60,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 1 disponibles

    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

    • Tapa dura
    • Impresión bajo demanda

    Librería: preigu, Osnabrück, Alemaniapreigu

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 158,30

    Envío por EUR 70,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 5 disponibles

    Buch. Condición: 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: Kolibri 360 GmbH, Ettore-Bugatti-Str. 6-14, 51149 Köln, produktsicherheit[at]kolibri360[dot]de | Anbieter: preigu Print on Demand.