Learning video game affinity (29 Ergebnisse)

- Softcover
Anbieter: suffolkbooks, center moriches, NY, USAsuffolkbooks
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Gebraucht - Gut
EUR 16,18
EUR 3,48 VersandVersand innerhalb von USAAnzahl: 2 verfügbar
paperback. Zustand: Very Good. Fast Shipping - Safe and Secure 7 days a week.

Sprache: Englisch
Verlag: Peter Lang Inc., International Academic Publishers 2012
- Softcover
Anbieter: PBShop.store UK, Fairford, GLOS, Vereinigtes KönigreichPBShop.store UK
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 37,76
EUR 4,79 VersandVersand von Vereinigtes Königreich nach USAAnzahl: 15 verfügbar
PAP. Zustand: New. New Book. Shipped from UK. Established seller since 2000.

Sprache: Englisch
Verlag: Peter Lang Inc., International Academic Publishers 2012
- Softcover
Anbieter: GreatBookPrices, Columbia, MD, USAGreatBookPrices
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 41,76
EUR 2,30 VersandVersand innerhalb von USAAnzahl: Mehr als 20 verfügbar
Zustand: New.

- Softcover
Anbieter: Rarewaves.com USA, London, LONDO, Vereinigtes KönigreichRarewaves.com USA
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 44,64
Versand nach gratisVersand von Vereinigtes Königreich nach USAAnzahl: 5 verfügbar
Paperback. Zustand: 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 important…ly, 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.

Sprache: Englisch
Verlag: Peter Lang Inc., International Academic Publishers 2012
- Softcover
Anbieter: GreatBookPrices, Columbia, MD, USAGreatBookPrices
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Gebraucht - Wie neu
EUR 43,05
EUR 2,30 VersandVersand innerhalb von USAAnzahl: Mehr als 20 verfügbar
Zustand: As New. Unread book in perfect condition.

- Softcover
Anbieter: Anybook.com, Lincoln, Vereinigtes KönigreichAnybook.com
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Gebraucht - Ausreichend
EUR 33,00
EUR 15,67 VersandVersand von Vereinigtes Königreich nach USAAnzahl: 1 verfügbar
Zustand: 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.

Sprache: Englisch
Verlag: Peter Lang Inc., International Academic Publishers 2012
- Softcover
Anbieter: Ria Christie Collections, Uxbridge, Vereinigtes KönigreichRia Christie Collections
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 39,27
EUR 13,80 VersandVersand von Vereinigtes Königreich nach USAAnzahl: Mehr als 20 verfügbar
Zustand: New. In.

Sprache: Englisch
Verlag: Peter Lang Inc., International Academic Publishers 2012
- Softcover
Anbieter: PBShop.store US, Wood Dale, IL, USAPBShop.store US
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 54,35
Versand nach gratisVersand innerhalb von USAAnzahl: 15 verfügbar
PAP. Zustand: New. New Book. Shipped from UK. Established seller since 2000.

Sprache: Englisch
Verlag: Peter Lang Inc., International Academic Publishers 2012-05-18 2012
- Softcover
Anbieter: Chiron Media, Wallingford, , Vereinigtes KönigreichChiron Media
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 35,23
EUR 17,85 VersandVersand von Vereinigtes Königreich nach USAAnzahl: Mehr als 20 verfügbar
Paperback. Zustand: New.

- Softcover
- Erstausgabe
Anbieter: Grand Eagle Retail, Bensenville, IL, USAGrand Eagle Retail
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 55,53
Versand nach gratisVersand innerhalb von USAAnzahl: 1 verfügbar
Paperback. Zustand: 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 a…s 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.

Sprache: Englisch
Verlag: Peter Lang Inc., International Academic Publishers 2012
- Softcover
Anbieter: GreatBookPricesUK, Woodford Green, Vereinigtes KönigreichGreatBookPricesUK
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 38,22
EUR 17,28 VersandVersand von Vereinigtes Königreich nach USAAnzahl: Mehr als 20 verfügbar
Zustand: New.

- Softcover
Anbieter: Books Puddle, New York, NY, USABooks Puddle
Verkäufer/-in kontaktierenVerkäufer/-in mit 4 SternenZustand: Neu
EUR 53,23
EUR 3,48 VersandVersand innerhalb von USAAnzahl: 1 verfügbar
Zustand: New. pp. vi + 254.

- Softcover
- Erstausgabe
Anbieter: Kennys Bookshop and Art Galleries Ltd., Galway, GY, IrlandKennys Bookshop and Art Galleries Ltd.
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 44,93
EUR 10,50 VersandVersand von Irland nach USAAnzahl: Mehr als 20 verfügbar
Zustand: 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. . . . .

Sprache: Englisch
Verlag: Peter Lang Inc., International Academic Publishers 2012
- Softcover
Anbieter: GreatBookPricesUK, Woodford Green, Vereinigtes KönigreichGreatBookPricesUK
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Gebraucht - Wie neu
EUR 45,27
EUR 17,28 VersandVersand von Vereinigtes Königreich nach USAAnzahl: Mehr als 20 verfügbar
Zustand: As New. Unread book in perfect condition.

- Softcover
Anbieter: Kennys Bookstore, Olney, MD, USAKennys Bookstore
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 56,53
EUR 9,16 VersandVersand innerhalb von USAAnzahl: Mehr als 20 verfügbar
Zustand: 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.

- Softcover
Anbieter: AHA-BUCH GmbH, Einbeck, DeutschlandAHA-BUCH GmbH
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 41,85
EUR 61,87 VersandVersand von Deutschland nach USAAnzahl: 1 verfügbar
Taschenbuch. Zustand: 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.
Weitere Bilder- Softcover
Anbieter: preigu, Osnabrück, Deutschlandpreigu
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 41,85
EUR 70,00 VersandVersand von Deutschland nach USAAnzahl: 5 verfügbar
Taschenbuch. Zustand: 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.

- Softcover
- Erstausgabe
Anbieter: AussieBookSeller, Truganina, VIC, AustralienAussieBookSeller
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 83,54
EUR 32,29 VersandVersand von Australien nach USAAnzahl: 1 verfügbar
Paperback. Zustand: 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 a…s 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.

- Softcover
Anbieter: Rarewaves.com UK, London, Vereinigtes KönigreichRarewaves.com UK
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 40,83
EUR 74,89 VersandVersand von Vereinigtes Königreich nach USAAnzahl: 5 verfügbar
Paperback. Zustand: 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 important…ly, 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.

- Hardcover
Anbieter: AHA-BUCH GmbH, Einbeck, DeutschlandAHA-BUCH GmbH
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 158,30
EUR 62,61 VersandVersand von Deutschland nach USAAnzahl: 1 verfügbar
Buch. Zustand: 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.

Sprache: Englisch
Verlag: Peter Lang Inc., International Academic Publishers 2012
- Hardcover
Anbieter: Mispah books, Redhill, SURRE, Vereinigtes KönigreichMispah books
Verkäufer/-in kontaktierenVerkäufer/-in mit 4 SternenZustand: Neu
EUR 423,66
EUR 28,80 VersandVersand von Vereinigtes Königreich nach USAAnzahl: 1 verfügbar
hardcover. Zustand: New. NEW. SHIPS FROM MULTIPLE LOCATIONS. book.

- Softcover
- Print-on-Demand
Anbieter: THE SAINT BOOKSTORE, Southport, , Vereinigtes KönigreichTHE SAINT BOOKSTORE
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 44,44
EUR 17,11 VersandVersand von Vereinigtes Königreich nach USAAnzahl: Mehr als 20 verfügbar
Paperback / softback. Zustand: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days.

- Softcover
- Print-on-Demand
Anbieter: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, , DeutschlandBuchWeltWeit Ludwig Meier e.K.
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 41,85
EUR 23,00 VersandVersand von Deutschland nach USAAnzahl: 2 verfügbar
Taschenbuch. Zustand: 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.

- Softcover
- Print-on-Demand
Anbieter: moluna, Greven, , Deutschlandmoluna
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 41,85
EUR 48,99 VersandVersand von Deutschland nach USAAnzahl: Mehr als 20 verfügbar
Zustand: 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.

- Softcover
- Print-on-Demand
Anbieter: buchversandmimpf2000, Emtmannsberg, BAYE, Deutschlandbuchversandmimpf2000
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 41,85
EUR 60,00 VersandVersand von Deutschland nach USAAnzahl: 1 verfügbar
Taschenbuch. Zustand: 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 cent…ury. 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.

- Hardcover
- Print-on-Demand
Anbieter: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, , DeutschlandBuchWeltWeit Ludwig Meier e.K.
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 158,30
EUR 23,00 VersandVersand von Deutschland nach USAAnzahl: 2 verfügbar
Buch. Zustand: 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.

- Hardcover
- Print-on-Demand
Anbieter: moluna, Greven, , Deutschlandmoluna
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 158,30
EUR 48,99 VersandVersand von Deutschland nach USAAnzahl: Mehr als 20 verfügbar
Zustand: 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.

- Hardcover
- Print-on-Demand
Anbieter: buchversandmimpf2000, Emtmannsberg, BAYE, Deutschlandbuchversandmimpf2000
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 158,30
EUR 60,00 VersandVersand von Deutschland nach USAAnzahl: 1 verfügbar
Buch. Zustand: 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.

- Hardcover
- Print-on-Demand
Anbieter: preigu, Osnabrück, Deutschlandpreigu
Verkäufer/-in kontaktierenVerkäufer/-in mit 5 SternenZustand: Neu
EUR 158,30
EUR 70,00 VersandVersand von Deutschland nach USAAnzahl: 5 verfügbar
Buch. Zustand: 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: BoD - Books on Demand, In de Tarpen 42, 22848 Norderstedt, info[at]bod[dot]de | Anbieter: preigu Print on Demand.