Learning in Video Game Affinity Spaces Sean C. Duncan

ISBN: 9781433109843

Published: May 30th 2012

Hardcover

254 pages


Description

Learning in Video Game Affinity Spaces  by  Sean C. Duncan

Learning in Video Game Affinity Spaces by Sean C. Duncan
May 30th 2012 | Hardcover | PDF, EPUB, FB2, DjVu, audiobook, mp3, ZIP | 254 pages | ISBN: 9781433109843 | 8.56 Mb

As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In thisMoreAs video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century.

In this book, the authors consider games and just as importantly, the social interactions around games, not in terms of how they should be managed or incorporated into existing educational structures, but for what they tell us about the forms of learning and literacy that are already instantiated within the use of these media. To this end, this book delves deeply into James Paul Gees (2004) productive and influential concept of the affinity space - the physical or virtual locations (or some combination of the two) where people come together around a shared interest or -affinity.- By explicating how and why engaged fans of digital media do what they do in online spaces, the authors cast a light, as Gee did, on the promise of these media and the problems facing current educational systems.



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