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    Gee, Elisabeth Siyahhan, Sinem and Cirell, Anna Montana 2017. Video gaming as digital media, play, and family routine: implications for understanding video gaming and learning in family contexts. Learning, Media and Technology, p. 1.

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    Tettegah, Sharon McCreery, Michael and Blumberg, Fran 2017. Toward a Framework for Learning and Digital Games Research. Educational Psychologist, Vol. 50, Issue. 4, p. 253.

    Wefel, Jeffrey S. Kesler, Shelli R. Noll, Kyle R. and Schagen, Sanne B. 2017. Clinical characteristics, pathophysiology, and management of noncentral nervous system cancer-related cognitive impairment in adults. CA: A Cancer Journal for Clinicians, Vol. 65, Issue. 2, p. 123.

    Lacasa, Pilar García-Pernía, María Ruth and Cortés, Sara 2017. Handbook of Digital Games.

    Veinott, Elizabeth S. Perleman, Brandon Polander, Emily Leonard, James Berry, Gloria Catrambone, Richard Whitaker, Elizabeth Eby, Brianne Mayell, Sharon Teodorescu, Kinneret Hammack, Taleri and Lemaster, Lucas 2017. 2014 IEEE Games Media Entertainment. p. 1.

    Veinott, Elizabeth S. Leonard, James Papautsky, Elizabeth Lerner Perelman, Brandon Stankovic, Aleksandra Lorince, Jared Hotaling, Jared Ross, Travis Todd, Peter Castronova, Edward Busemeyer, Jerome Hale, Christoper Catrambone, Richard Whitaker, Elizabeth Fox, Olivia Flach, John and Hoffman, Robert R. 2017. 2013 IEEE International Games Innovation Conference (IGIC). p. 256.

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Book description

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.

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This list contains references from the content that can be linked to their source. For a full set of references and notes please see the PDF or HTML where available.

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