Learning Video Game Affinity (27 results)

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  • Language: English

    Published by Peter Lang Inc., International A, 2012

    1433109832 / 9781433109836

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    Seller: suffolkbooks, center moriches, NY, U.S.A.suffolkbooks

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    paperback. Condition: Very Good. Fast Shipping - Safe and Secure 7 days a week.

  • Language: English

    Published by Peter Lang Inc., International Academic Publishers, 2012

    1433109832 / 9781433109836

    • Softcover

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    PAP. Condition: New. New Book. Shipped from UK. Established seller since 2000.

  • Language: English

    Published by Peter Lang Inc., International Academic Publishers, 2012

    1433109832 / 9781433109836

    • Softcover

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  • Language: English

    Published by Peter Lang Publishing Inc, US, 2012

    1433109832 / 9781433109836

    • Softcover

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    Paperback. Condition: New. 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 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 Gee's (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.

  • Language: English

    Published by Peter Lang Inc., International Academic Publishers, 2012

    1433109832 / 9781433109836

    • Softcover

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    Condition: As New. Unread book in perfect condition.

  • Language: English

    Published by Peter Lang Publishing Inc, 2012

    1433109832 / 9781433109836

    • Softcover

    Seller: Anybook.com, Lincoln, United KingdomAnybook.com

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    Condition: Fair. Volume 51. This is an ex-library book and may have the usual library/used-book markings inside.This book has soft covers. In fair condition, suitable as a study copy. Please note the Image in this listing is a stock photo and may not match the covers of the actual item,450grams, ISBN:9781433109836.

  • Language: English

    Published by Peter Lang Inc., International Academic Publishers, 2012

    1433109832 / 9781433109836

    • Softcover

    Seller: Ria Christie Collections, Uxbridge, United KingdomRia Christie Collections

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    Condition: New. In English.

  • Language: English

    Published by Peter Lang Inc., International Academic Publishers, 2012

    1433109832 / 9781433109836

    • Softcover

    Seller: PBShop.store US, Wood Dale, IL, U.S.A.PBShop.store US

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    PAP. Condition: New. New Book. Shipped from UK. Established seller since 2000.

  • Language: English

    Published by Peter Lang Inc., International Academic Publishers 2012-05-18, 2012

    1433109832 / 9781433109836

    • Softcover

    Seller: Chiron Media, Wallingford, United KingdomChiron Media

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  • Language: English

    Published by Peter Lang Publishing Inc, 2012

    1433109832 / 9781433109836

    • Softcover
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    Paperback. Condition: new. Paperback. 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 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. The authors consider games 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. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

  • Language: English

    Published by Peter Lang Publishing, Incorporated, 2012

    1433109832 / 9781433109836

    • Softcover

    Seller: Books Puddle, New York, NY, U.S.A.Books Puddle

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    Condition: New. pp. vi + 254.

  • Language: English

    Published by Peter Lang Publishing Inc, 2012

    1433109832 / 9781433109836

    • Softcover
    • First Edition

    Seller: Kennys Bookshop and Art Galleries Ltd., Galway, GY, IrelandKennys Bookshop and Art Galleries Ltd.

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    Condition: New. The authors consider games 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. Editor(s): Hayes, Elisabeth R.; Duncan, Sean C. Series: New Literacies and Digital Epistemologies. Num Pages: 254 pages, black & white illustrations, black & white tables, figures. BIC Classification: CBP; GTC; JH; JN. Category: (P) Professional & Vocational. Dimension: 152 x 225 x 20. Weight in Grams: 374. . 2012. First printing. Paperback. . . . .

  • Language: English

    Published by Peter Lang Publishing Inc, 2012

    1433109832 / 9781433109836

    • Softcover

    Seller: Kennys Bookstore, Olney, MD, U.S.A.Kennys Bookstore

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    Condition: New. The authors consider games 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. Editor(s): Hayes, Elisabeth R.; Duncan, Sean C. Series: New Literacies and Digital Epistemologies. Num Pages: 254 pages, black & white illustrations, black & white tables, figures. BIC Classification: CBP; GTC; JH; JN. Category: (P) Professional & Vocational. Dimension: 152 x 225 x 20. Weight in Grams: 374. . 2012. First printing. Paperback. . . . . Books ship from the US and Ireland.

  • Language: English

    Published by Peter Lang, Peter Lang, 2012

    1433109832 / 9781433109836

    • Softcover

    Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH

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    Taschenbuch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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 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 Gee's (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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    Language: English

    Published by Peter Lang, 2012

    1433109832 / 9781433109836

    • Softcover

    Seller: preigu, Osnabrück, Germanypreigu

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    Taschenbuch. Condition: Neu. Learning in Video Game Affinity Spaces | Sean C. Duncan (u. a.) | Taschenbuch | 262 S. | Englisch | 2012 | Peter Lang | EAN 9781433109836 | Verantwortliche Person für die EU: Lang, Peter GmbH, Gontardstr. 11, 10178 Berlin, r[dot]boehm-korff[at]peterlang[dot]com | Anbieter: preigu.

  • Language: English

    Published by Peter Lang Publishing Inc, 2012

    1433109832 / 9781433109836

    • Softcover
    • First Edition

    Seller: AussieBookSeller, Truganina, VIC, AustraliaAussieBookSeller

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    Paperback. Condition: new. Paperback. 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 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. The authors consider games 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. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.

  • Language: English

    Published by Peter Lang Publishing Inc, US, 2012

    1433109832 / 9781433109836

    • Softcover

    Seller: Rarewaves.com UK, London, United KingdomRarewaves.com UK

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    Paperback. Condition: New. 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 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 Gee's (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.

  • Language: English

    Published by Peter Lang, 2012

    1433109840 / 9781433109843

    • Hardcover

    Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH

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    Buch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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 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 Gee's (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.

  • Language: English

    Published by Peter Lang Inc., International Academic Publishers, 2012

    1433109840 / 9781433109843

    • Hardcover

    Seller: Mispah books, Redhill, SURRE, United KingdomMispah books

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    hardcover. Condition: New. NEW. SHIPS FROM MULTIPLE LOCATIONS. book.

  • Language: English

    Published by Peter Lang Publishing Inc, 2012

    1433109832 / 9781433109836

    • Softcover
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    Paperback / softback. Condition: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days.

  • Language: English

    Published by Peter Lang Mai 2012, 2012

    1433109832 / 9781433109836

    • Softcover
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    Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermanyBuchWeltWeit Ludwig Meier e.K.

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    Taschenbuch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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 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 Gee's (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. 262 pp. Englisch.

  • Language: English

    Published by Peter Lang, 2012

    1433109832 / 9781433109836

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    Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. The authors consider games 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 alr.

  • Language: English

    Published by Peter Lang, Peter Lang Mai 2012, 2012

    1433109832 / 9781433109836

    • Softcover
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    Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germanybuchversandmimpf2000

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    Taschenbuch. Condition: Neu. This item is printed on demand - Print on Demand Titel. Neuware -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 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 Gee¿s (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.Books on Demand GmbH, Überseering 33, 22297 Hamburg 262 pp. Englisch.

  • Language: English

    Published by Peter Lang Mai 2012, 2012

    1433109840 / 9781433109843

    • Hardcover
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    Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermanyBuchWeltWeit Ludwig Meier e.K.

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    Buch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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 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 Gee's (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. 262 pp. Englisch.

  • Language: English

    Published by Peter Lang, 2012

    1433109840 / 9781433109843

    • Hardcover
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    Gebunden. Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. The authors consider games 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 alr.

  • Language: English

    Published by Peter Lang, Peter Lang Mai 2012, 2012

    1433109840 / 9781433109843

    • Hardcover
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    Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germanybuchversandmimpf2000

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    Buch. Condition: Neu. This item is printed on demand - Print on Demand Titel. Neuware -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 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 Gee¿s (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.Books on Demand GmbH, Überseering 33, 22297 Hamburg 262 pp. Englisch.

  • Language: English

    Published by Peter Lang, 2012

    1433109840 / 9781433109843

    • Hardcover
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    Buch. Condition: Neu. Learning in Video Game Affinity Spaces | Sean C. Duncan (u. a.) | Buch | 262 S. | Englisch | 2012 | Peter Lang | EAN 9781433109843 | Verantwortliche Person für die EU: Kolibri 360 GmbH, Ettore-Bugatti-Str. 6-14, 51149 Köln, produktsicherheit[at]kolibri360[dot]de | Anbieter: preigu Print on Demand.