Skip to main content
×
Home
Games, Learning, and Society
  • Get access
    Check if you have access via personal or institutional login
  • Cited by 12
  • Cited by
    This book has been cited by the following publications. This list is generated based on data provided by CrossRef.

    Croff, Carla Hester 2017. Emerging Research, Practice, and Policy on Computational Thinking. p. 175.

    Bodnar, Cheryl A. and Clark, Renee M. 2017. Can Game-Based Learning Enhance Engineering Communication Skills?. IEEE Transactions on Professional Communication, Vol. 60, Issue. 1, p. 24.


    Molin, Gerhard 2017. Serious Games and Edutainment Applications. p. 649.

    Burnett, Cathy 2016. Being together in classrooms at the interface of the physical and virtual: implications for collaboration in on/off-screen sites. Learning, Media and Technology, Vol. 41, Issue. 4, p. 566.


    Metzger, Scott Alan and Paxton, Richard J. 2016. Gaming History: A Framework for What Video Games Teach About the Past. Theory & Research in Social Education, Vol. 44, Issue. 4, p. 532.


    Gee, Elisabeth Siyahhan, Sinem and Cirell, Anna Montana 2016. 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.


    Wefel, Jeffrey S. Kesler, Shelli R. Noll, Kyle R. and Schagen, Sanne B. 2015. 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.


    Tettegah, Sharon McCreery, Michael and Blumberg, Fran 2015. Toward a Framework for Learning and Digital Games Research. Educational Psychologist, Vol. 50, Issue. 4, p. 253.


    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 2014. Is more information better? Examining the effects of visual and cognitive fidelity on learning in a serious video game. p. 1.

    Clegg, Benjamin A. Hoffman, Robert R. Quinn, Mary M. Veinott, Elizabeth S. Hale, Christopher R. and Bush, Rita 2014. Gaming Technology for Critical Thinking. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, Vol. 58, Issue. 1, p. 2370.


    Lacasa, Pilar García-Pernía, María Ruth and Cortés, Sara 2014. Handbook of Digital Games. p. 471.

    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. 2013. The effect of camera perspective and session duration on training decision making in a serious video game. p. 256.

    ×
  • Export citation
  • Recommend to librarian
  • Recommend this book

    Email your librarian or administrator to recommend adding this book to your organisation's collection.

    Games, Learning, and Society
    • Online ISBN: 9781139031127
    • Book DOI: https://doi.org/10.1017/CBO9781139031127
    Please enter your name
    Please enter a valid email address
    Who would you like to send this to? *
    ×
  • Buy the print book

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.

Refine List
Actions for selected content:
Select all | Deselect all
  • View selected items
  • Export citations
  • Download PDF (zip)
  • Send to Kindle
  • Send to Dropbox
  • Send to Google Drive
  • Send content to

    To send content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about sending content to .

    To send content to your Kindle, first ensure no-reply@cambridge.org is added to your Approved Personal Document E-mail List under your Personal Document Settings on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part of your Kindle email address below. Find out more about sending to your Kindle.

    Note you can select to send to either the @free.kindle.com or @kindle.com variations. ‘@free.kindle.com’ emails are free but can only be sent to your device when it is connected to wi-fi. ‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.

    Find out more about the Kindle Personal Document Service.

    Please be advised that item(s) you selected are not available.
    You are about to send:
    ×

Save Search

You can save your searches here and later view and run them again in "My saved searches".

Please provide a title, maximum of 40 characters.
×

Metrics

Full text views

Total number of HTML views: 0
Total number of PDF views: 867 *
Loading metrics...

Book summary page views

Total views: 1426 *
Loading metrics...

* Views captured on Cambridge Core between September 2016 - 17th November 2017. This data will be updated every 24 hours.