MARC 主機 00000nam 2200469Ia 4500
001 EBC944691
003 MiAaPQ
006 m o d |
007 cr cn|||||||||
008 120322s2012 nyua sb 001 0 eng d
010 |z2012011690
020 |z0521144523 (paperback)
020 |z052119623X (hardback)
020 |z9780521144520 (paperback)
020 |z9780521196239 (hardback)
020 |z9781139514729
035 (MiAaPQ)EBC944691
035 (Au-PeEL)EBL944691
035 (CaPaEBR)ebr10578208
035 (CaONFJC)MIL368540
035 (OCoLC)796383836
040 MiAaPQ|cMiAaPQ|dMiAaPQ
050 4 GV1469.3|b.G423 2012
082 04 794.8|223
245 00 Games, learning, and society|h[electronic resource] :
|blearning and meaning in the digital age /|cedited by
Constance Steinkuehler, University of Wisconsin, Madison;
Kurt Squire, the University of Wisconsin, Madison; Sasha
Barab, Arizona State University
260 New York :|bCambridge University Press,|c2012
300 xxi, 464 p. :|bill
490 1 Learning in doing
504 Includes bibliographical references and index
533 Electronic reproduction. Ann Arbor, MI : ProQuest, 2015.
Available via World Wide Web. Access may be limited to
ProQuest affiliated libraries
650 0 Video games|xStudy and teaching
650 0 Video games|xPsychological aspects
650 0 Learning, Psychology of
650 0 Video games|xDesign
650 0 Video games|xSocial aspects
655 4 Electronic books
700 1 Steinkuehler, Constance,|d1970-
700 1 Squire, Kurt
700 1 Barab, Sasha A
710 2 ProQuest (Firm)
830 0 Learning in doing
856 40 |uhttps://ebookcentral.proquest.com/lib/sinciatw/
detail.action?docID=944691|zClick to View