Skip to content
You are not logged in |Login  

LEADER 00000cam a2200637 a 4500 
001    ocn693810771 
005    20130620122159.0 
008    110506t20112011nyua     b    001 0 eng   
010      2011017769 
016 7  015821802|2Uk 
020    9780807751985|qpaperback|qalkaline paper 
020    0807751987|qpaperback|qalkaline paper 
020    9780807751992|qhardcover|qalkaline paper 
020    0807751995|qhardcover|qalkaline paper 
035    (OCoLC)ocn693810771 
035    (OCoLC)693810771 
035    572848 
040    DLC|beng|cDLC|dYDX|dBTCTA|dYDXCP|dGGN|dMNW|dIG#|dCDX|dIAD
       |dMIX|dUKMGB|dBDX|dEEK|dI3U|dGTA 
049    RIDM 
050 00 GV1469.3|b.S76 2011 
082 00 794.8/2071|223 
090    GV1469.3 .S76 2011 
100 1  Squire, Kurt.|0https://id.loc.gov/authorities/names/
       n2011030494 
245 10 Video games and learning :|bteaching and participatory 
       culture in the digital age /|cKurt Squire ; foreword by 
       James Paul Gee ; featuring contributions by Henry Jenkins.
264  1 New York :|bTeachers College Press,|c[2011] 
264  4 |c©2011 
300    xvi, 253 pages :|billustrations ;|c26 cm. 
336    text|btxt|2rdacontent 
337    unmediated|bn|2rdamedia 
338    volume|bnc|2rdacarrier 
490 1  Technology, education--connections : the TEC series 
504    Includes bibliographical references and index. 
505 0  1. Possible worlds: why study video games? Aren't they a 
       waste of time? : Designing experience, or That evasive 
       "fun factor" ; Social gaming: possible identities ; 
       Possible cultures ; Digital media and learning ; Theory 
       and practice ; Feature: The most fun you can have with 
       model railroads without sniffing glue -- 2. Ideological 
       worlds: what makes a "good" educational game? : Interest-
       driven learning ; Worlds with bias ; Civilization as a 
       geographical model ; Ideological worlds as frameworks for 
       thinking ; Meaning-making in ideological worlds ; 
       Participation in ideological worlds ; Theory and practice 
       ; Feature: Cooperative game play -- 3. Teaching with games
       : learning through play : Before-school corpse retrievals 
       ; From players to designers ; Interest-driven learning ; 
       Open access ; The Montessori system: following the needs 
       of the child ; Toward game-based pedagogies ; Theory and 
       practice -- 4. Community organizing for participatory 
       learning : Creating a community to learn with ; Inside 
       online affinity spaces ; Education in a digital age: 
       participatory education ; Learning through participation ;
       Theory and practice -- 5. Games-to-teach: designing games 
       for learning : Broadening the discussion of education and 
       games ; Games, popular media, science, and learning ; 
       Creating a research agenda for games and education ; 
       Designing games for learning ; Building an educational 
       game from scratch ; Inventing new genres: Environmental 
       detectives ; Theory and practice ; Feature: Learning to be
       a full-spectrum warrior -- 
505 0  6. Games in classrooms: replaying history : Teaching world
       history ; Introducing Civ3 ; Failure, trade offs, and just
       -in-time lectures ; "This game isn't so bad": frustration,
       failure, and appropriation ; The emergence of a game-
       playing culture ; Recursive play ; What students learned ;
       Civilization camp: developing expert gamers ; Creating a 
       new gaming culture ; Developing gaming expertise ; Theory 
       and practice -- 7. The aesthetics of play : Games, 
       learning, society: building a program ; The aesthetics of 
       game-based learning ; Aesthetics of being Viewtiful Joe ; 
       Apolyton University: trajectories of participation ; 
       During-action reports: cognitive artifacts that organize 
       practice ; Design thinking ; Designing Civ4 ; Toward an 
       aesthetics of game-based learning ; Theory and practice ; 
       Feature: I love rock 'n' roll -- 8. Design literacy: 
       productive play : Developing game expertise ; Developing 
       game fluency ; Games as occasions of theory building and 
       testing ; Competition and learning ; Organizing by 
       competitions ; Trajectories of participation ; Centers of 
       expertise ; What learning occurred? A community well 
       played ; Theory and practice -- 9. Games go to school: 
       situated learning, adaptable curricula : Place-based 
       gaming ; Place-based learning ; Learning through design, 
       or How to design an educational game ; From game designer 
       to community organizer ; Community organizing as 
       curriculum ; Ramping up ; Situating learning at South 
       Beach ; Scientific citizenship ; Scaling ; Theory and 
       practice -- 10. The future of games for learning : 
       Creating education media ; Independent games ; Informal 
       learning contexts ; Scientific citizenship ; Example: 
       Citizen science ; Mobile media ; Creating the future of 
       educational technology -- Coda: On researching the 
       effectiveness of educational interventions : Gold standard
       research ; "Science" fetish ; Health care envy. 
520    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. 
520    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 
       education. 
650  0 Video games|0https://id.loc.gov/authorities/subjects/
       sh85143202|xStudy and teaching.|0https://id.loc.gov/
       authorities/subjects/sh2001008697 
650  0 Video games and children.|0https://id.loc.gov/authorities/
       subjects/sh96009078 
650  0 Education|xEffect of technological innovations on.|0https:
       //id.loc.gov/authorities/subjects/sh97007113 
650  0 Computer-assisted instruction|zUnited States.|0https://
       id.loc.gov/authorities/subjects/sh2008101473 
650  0 Simulation games in education.|0https://id.loc.gov/
       authorities/subjects/sh85122766 
650  7 Video games.|2fast|0https://id.worldcat.org/fast/1166421 
650  7 Video games and children.|2fast|0https://id.worldcat.org/
       fast/1166443 
650  7 Education|xEffect of technological innovations on.|2fast
       |0https://id.worldcat.org/fast/902618 
650  7 Computer-assisted instruction.|2fast|0https://
       id.worldcat.org/fast/872725 
650  7 Simulation games in education.|2fast|0https://
       id.worldcat.org/fast/1119162 
651  7 United States.|2fast|0https://id.worldcat.org/fast/1204155
655  7 Video games.|2fast|0https://id.worldcat.org/fast/1726770 
700 1  Jenkins, Henry,|d1958-|0https://id.loc.gov/authorities/
       names/n94006407 
830  0 TEC series.|0https://id.loc.gov/authorities/names/
       no2005058274 
901    MARCIVE 20231220 
935    572848 
994    C0|bRID 
Location Call No. Status OPAC Message Public Note Gift Note
 Moore Stacks  GV1469.3 .S76 2011    Available  ---