語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Women and gaming = the Sims and 21st...
~
Gee, James Paul.
FindBook
Google Book
Amazon
博客來
Women and gaming = the Sims and 21st centurylearning /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Women and gaming/ James Paul Gee and Elisabeth R. Hayes.
其他題名:
the Sims and 21st centurylearning /
作者:
Gee, James Paul.
其他作者:
Hayes, Elisabeth.
出版者:
New York :Palgrave Macmillan, : 2010.,
面頁冊數:
207 p. :ill.
內容註:
Introduction : gaming goes beyond gaming -- Video games and twenty-first-century skills : whythe sudden worldwide interest in video games and learning? -- The Nickel and dimed challenge : designing new forms of socially conscious play -- A young girl becomes a designer and goes global : succeeding at twenty-first-century skills but not at school -- How passion grows : a retired shut-in goesfrom making a purple potty to gaining millions of fans -- Passionate affinity groups : a new form of community that works to make people smarter -- A young girl and her vampire stories : how a teenager competes with a best-selling author -- From The Sims to Second Life : a young woman transforms her real life -- What does it all mean? : what women and The Sims have to teach us about what education and learning will look like in the twenty-first-century.
標題:
Simulation games in education. -
電子資源:
http://link.springer.com/10.1057/9780230106734access to fulltext (Palgrave)
ISBN:
0230106730
Women and gaming = the Sims and 21st centurylearning /
Gee, James Paul.
Women and gaming
the Sims and 21st centurylearning /[electronic resource] :James Paul Gee and Elisabeth R. Hayes. - 1st ed. - New York :Palgrave Macmillan,2010. - 207 p. :ill.
Includes bibliographical references and index.
Introduction : gaming goes beyond gaming -- Video games and twenty-first-century skills : whythe sudden worldwide interest in video games and learning? -- The Nickel and dimed challenge : designing new forms of socially conscious play -- A young girl becomes a designer and goes global : succeeding at twenty-first-century skills but not at school -- How passion grows : a retired shut-in goesfrom making a purple potty to gaining millions of fans -- Passionate affinity groups : a new form of community that works to make people smarter -- A young girl and her vampire stories : how a teenager competes with a best-selling author -- From The Sims to Second Life : a young woman transforms her real life -- What does it all mean? : what women and The Sims have to teach us about what education and learning will look like in the twenty-first-century.
Video games have become both big business and a technological focal point for new forms of learning. Today games are not just played; players engage in game design, write fan fiction, and organize themselves into collaborative learning communities. In these communities players acquire 21st century skills in technology, but, in the best of these communities, they hone these technical skills and strengthen emotional and social intelligence. The authors argue that women gamers - too often ignored as gamers - are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence. We draw on case studies about women who "play" the Sims, the best selling game in history, to argue a new general theory of learning for the 21st Century.
Electronic reproduction.
Basingstoke, England :
Palgrave Macmillan,
2010.
Mode of access:World Wide Web.
ISBN: 0230106730Subjects--Uniform Titles:
Sims.
Subjects--Topical Terms:
537440
Simulation games in education.
Index Terms--Genre/Form:
542853
Electronic books.
LC Class. No.: LB1029.S53 / G44 2010
Dewey Class. No.: 794.8082
Women and gaming = the Sims and 21st centurylearning /
LDR
:02918cmm a2200313 a 45
001
923941
003
OCoLC
005
20110408
006
m d
007
cr nn muauu
008
231227s2010 nyua sb 001 0 eng d
020
$a
0230106730
020
$a
9780230106734
035
$a
035
$a
923941
040
$a
UKPGM
$b
eng
$c
UKPGM
041
0
$a
eng
049
$a
APTA
050
1 4
$a
LB1029.S53
$b
G44 2010
082
0 4
$a
794.8082
$2
22
100
1
$a
Gee, James Paul.
$3
578087
245
1 0
$a
Women and gaming
$h
[electronic resource] :
$b
the Sims and 21st centurylearning /
$c
James Paul Gee and Elisabeth R. Hayes.
250
$a
1st ed.
260
$a
New York :
$b
Palgrave Macmillan,
$c
2010.
300
$a
207 p. :
$b
ill.
504
$a
Includes bibliographical references and index.
505
0
$a
Introduction : gaming goes beyond gaming -- Video games and twenty-first-century skills : whythe sudden worldwide interest in video games and learning? -- The Nickel and dimed challenge : designing new forms of socially conscious play -- A young girl becomes a designer and goes global : succeeding at twenty-first-century skills but not at school -- How passion grows : a retired shut-in goesfrom making a purple potty to gaining millions of fans -- Passionate affinity groups : a new form of community that works to make people smarter -- A young girl and her vampire stories : how a teenager competes with a best-selling author -- From The Sims to Second Life : a young woman transforms her real life -- What does it all mean? : what women and The Sims have to teach us about what education and learning will look like in the twenty-first-century.
520
$a
Video games have become both big business and a technological focal point for new forms of learning. Today games are not just played; players engage in game design, write fan fiction, and organize themselves into collaborative learning communities. In these communities players acquire 21st century skills in technology, but, in the best of these communities, they hone these technical skills and strengthen emotional and social intelligence. The authors argue that women gamers - too often ignored as gamers - are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence. We draw on case studies about women who "play" the Sims, the best selling game in history, to argue a new general theory of learning for the 21st Century.
533
$a
Electronic reproduction.
$b
Basingstoke, England :
$c
Palgrave Macmillan,
$d
2010.
$n
Mode of access:World Wide Web.
$n
System requirements: Web browser.
$n
Title from title screen (viewed on July 14, 2010).
$n
Access may be restricted to users at subscribing institutions.
630
0 0
$a
Sims.
$3
1245971
650
0
$a
Simulation games in education.
$3
537440
650
0
$a
Video games for women.
$3
1245970
650
0
$a
Video games
$x
Social aspects.
$3
605419
655
7
$a
Electronic books.
$2
lcsh
$3
542853
700
1
$a
Hayes, Elisabeth.
$3
786261
710
2
$a
Palgrave Connect (Online service)
$3
1081578
776
1
$c
Original
$z
9780230623415
$z
0230623417
$w
(DLC) 2009038279
$w
(OCoLC)436946066
856
4 0
$3
Palgrave Connect
$u
http://link.springer.com/10.1057/9780230106734
$z
access to fulltext (Palgrave)
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9097178
電子資源
11.線上閱覽_V
電子書
EB W9097178
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入