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Games, learning, and society : (Record no. 299167)

MARC details
000 -LEADER
fixed length control field 04695cam a22004458i 4500
001 - CONTROL NUMBER
control field 2012011690
003 - CONTROL NUMBER IDENTIFIER
control field DLC
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20230911104910.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 120322s2012 enka b 001 0 eng
010 ## - LIBRARY OF CONGRESS CONTROL NUMBER
LC control number 2012011690
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9780521196239
Qualifying information (hardback)
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9780521144520
Qualifying information (paperback)
040 ## - CATALOGING SOURCE
Original cataloging agency DLC
Language of cataloging eng
Transcribing agency DLC
Description conventions rda
Modifying agency DLC
042 ## - AUTHENTICATION CODE
Authentication code pcc
050 00 - LIBRARY OF CONGRESS CALL NUMBER
Classification number GV1469.3
Item number .G423 2012
082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 418.00758567
Item number GAM
Edition number 23
084 ## - OTHER CLASSIFICATION NUMBER
Classification number PSY000000
Number source bisacsh
092 00 - LOCALLY ASSIGNED DEWEY CALL NUMBER (OCLC)
Classification number 418.00758567
Item number GAM
Edition number 23
-- St Angela's
092 ## - LOCALLY ASSIGNED DEWEY CALL NUMBER (OCLC)
-- St Angela's
245 00 - TITLE STATEMENT
Title Games, learning, and society :
Remainder of title learning and meaning in the digital age /
Statement of responsibility, etc. Edited by Constance Steinkuehler, University of Wisconsin, Madison ; Kurt Squire, University of Wisconsin, Madison ; Sasha Barab, Arizona State University.
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE
Place of production, publication, distribution, manufacture Cambridge :
Name of producer, publisher, distributor, manufacturer Cambridge University Press,
Date of production, publication, distribution, manufacture, or copyright notice 2012.
300 ## - PHYSICAL DESCRIPTION
Extent xxi, 464 pages :
Other physical details illustrations ;
Dimensions 24 cm.
336 ## - CONTENT TYPE
Content type term text
Source rdacontent
337 ## - MEDIA TYPE
Media type term unmediated
Source rdamedia
338 ## - CARRIER TYPE
Carrier type term volume
Source rdacarrier
490 0# - SERIES STATEMENT
Series statement Learning in doing
520 ## - SUMMARY, ETC.
Summary, etc. "This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age"--
Assigning source Provided by publisher.
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc. note Includes bibliographical references and index.
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Machine generated contents note: Part I. Games as Designed Experience: 1. Videogames as designed experience: section one Kurt Squire; 2. Designed cultures Kurt Squire; 3. Theme is not meaning: who decides what a game is about? Soren Johnson; 4. Our cheatin' hearts Soren Johnson; 5. Playing the odds Soren Johnson; 6. Nurturing lateral leaps in game design Nathan McKenzie; 7. Uncharted 2: among thieves - how to become a hero Drew Davidson and Richard Lemarchand; 8. Interview with harmonix Greg Lopiccolo, Kurt Squire and Sarah Chu; 9. Yomi: spies of the mind David Sirlin; Part II. Games as Emergent Culture: 10. Videogames as emergent culture: section two Constance Steinkuehler; 11. Nurturing affinity spaces and game-based learning James Paul Gee and Elisabeth Hayes; 12. Apprenticeship in massively multiplayer online games Constance Steinkuehler and Yoonsin Oh; 13. Theorycrafting: the art and science of using numbers to interpret the world Trina Choontanom and Bonnie Nardi; 14. Culture and community in a virtual world for young children Rebecca W. Black and Stephanie M. Reich; 15. Culture vs. architecture: second life, sociality, and the human Thomas M. Malaby; 16. Participatory media spaces: a design perspective on learning with media and technology in the twenty-first century Erica Rosenfeld Halverson; Part III. Games as a Twenty-First-Century Curriculum: 17. Videogames as a twenty-first-century curriculum: section three Sasha Barab; 18. Prediction and explanation as design mechanics in conceptually integrated digital games to help players articulate the tacit understandings they build through gameplay Douglas B. Clark and Mario Martinez-Garza; 19. Game-based curricula, personal engagement, and the modern prometheus design project Sasha Barab, Patrick Pettyjohn, Melissa Gresalfi and Maria Solomou; 20. Discovering familiar places: learning through mobile place-based games Bob Coulter, Eric Klopfer, Josh Sheldon and Judy Perry; 21. Developing game fluencies with scratch: realizing game design as an artistic process Yasmin B. Kafai and Kyle A. Peppler; 22. 'Freakin' hard': game design and issue literacy Colleen Macklin and John Sharp; 23. Models of situated action: computer games and the problem of transfer David Williamson Shaffer.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Video games
General subdivision Study and teaching.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Video games
General subdivision Psychological aspects.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Learning, Psychology of.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Video games
General subdivision Design.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Video games
General subdivision Social aspects.
650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element PSYCHOLOGY / General.
Source of heading or term bisacsh
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Steinkuehler, Constance,
Dates associated with a name 1970-
Relator term editor of compilcaiton.
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Squire, Kurt,
Relator term editor of compilation.
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Barab, Sasha A.,
Relator term editor of compilation.
856 42 - ELECTRONIC LOCATION AND ACCESS
Materials specified Cover image
Uniform Resource Identifier <a href="http://assets.cambridge.org/97805211/96239/cover/9780521196239.jpg">http://assets.cambridge.org/97805211/96239/cover/9780521196239.jpg</a>
Holdings
Withdrawn status Lost status Damaged status Not for loan Home library Current library Shelving location Date acquired Total Checkouts Full call number Barcode Date last seen Price effective from Koha item type
        ATU St Angela's McKeown Library ATU St Angela's McKeown Library Main Lending Collection 03/05/2023   418.00758567 GAM T36161 03/05/2023 03/05/2023 Standard Loan