Video Games And Learning: Teaching And Participatory Culture In The Digital Age (Technology, Educationconnections (The Tec Ser

Video Games And Learning: Teaching And Participatory Culture In The Digital Age (Technology, Educationconnections (The Tec Ser

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SKU: SONG0807751987
UPC: 9780807751985
Brand: Teachers College Press
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Video Games And Learning: Teaching And Participatory Culture In The Digital Age (Technology, Educationconnections (The Tec Ser

⚠️ WARNING (California Proposition 65):

This product may contain chemicals known to the State of California to cause cancer, birth defects, or other reproductive harm.

For more information, please visit www.P65Warnings.ca.gov.

  • Q: What is the page count of this book? A: This book has two hundred seventy-two pages. It provides an extensive exploration of video games and learning.
  • Q: What are the dimensions of the book? A: The book measures seven point zero one inches in length, zero point five three inches in width, and ten inches in height.
  • Q: What type of binding does this book have? A: This book is available in paperback binding. This format makes it lightweight and easy to handle.
  • Q: Who is the author of this book? A: The author of the book is Kurt Squire. He has over ten years of research experience in games and education.
  • Q: What is the main theme of this book? A: The main theme of the book is the intersection of video games and educational practices. It focuses on how educators can leverage gaming for learning.
  • Q: Is this book suitable for educators? A: Yes, this book is suitable for educators and curriculum designers. It provides insights on teaching the 'gamer generation' effectively.
  • Q: How can educators use this book? A: Educators can use this book as a guide to integrate video games into learning environments. It offers practical strategies for engaging students.
  • Q: Is this book appropriate for all ages? A: Yes, the content is designed to be accessible for a wide audience. However, educators should review it for specific age suitability.
  • Q: What kind of stories does the author include? A: The author includes engaging personal narratives from his experiences as a game researcher. These stories illustrate the practical application of concepts.
  • Q: How does the author view the future of educational video games? A: The author offers a forward-looking vision of the changing audience for educational video games. He emphasizes the importance of adapting to new learners.
  • Q: Does the book provide examples of game design? A: Yes, the book highlights intersections between commercial game design and educational research. It discusses successful cases in educational settings.
  • Q: What type of audience is this book aimed at? A: The book is aimed at educators, curriculum designers, and anyone interested in the role of games in learning. It provides valuable insights for various stakeholders.
  • Q: Can this book help in understanding game culture? A: Yes, the book integrates analyses of game culture. It helps readers understand how social interactions around games influence learning.
  • Q: Is there a focus on online communities in the book? A: Yes, the book highlights the importance of online communities in gaming. It discusses how these interactions contribute to learning experiences.
  • Q: What is the educational focus of this book? A: The educational focus is on harnessing the participatory nature of digital media and play. It aims to enhance learning through engaging methods.
  • Q: Does the book include visual elements? A: Yes, the book includes sidebars, screenshots, and annotations. These visual elements enhance the reader's understanding of the concepts discussed.

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