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Games, Learning, and Society
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  • Cited by 16
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    This (lowercase (translateProductType product.productType)) has been cited by the following publications. This list is generated based on data provided by CrossRef.

    Horn, Michael S. 2018. Tangible Interaction and Cultural Forms: Supporting Learning in Informal Environments. Journal of the Learning Sciences,

    Rapp, Amon 2018. Gamification for Self-Tracking. p. 1.

    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.

    Arnab, Sylvester Morini, Luca Green, Kate Masters, Alex and Bellamy-Woods, Tyrone 2017. We are the Game Changers. International Journal of Game-Based Learning, Vol. 7, Issue. 3, p. 51.

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

    Choi, HeeSun and Feng, Jing 2017. Handbook of Research on Serious Games for Educational Applications. p. 93.

    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, Vol. 42, Issue. 4, p. 468.

    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.

    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.

    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.

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

    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.

    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.

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    Games, Learning, and Society
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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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