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003OCoLC
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006m d
007cr |n|||||||||
008180205s2018 sz o 000 0 eng d
020 ▼a 9780262344579 ▼q (electronic bk.)
020 ▼a 0262344572 ▼q (electronic bk.)
020 ▼a 9780262344586 ▼q (electronic bk.)
020 ▼a 0262344580 ▼q (electronic bk.)
020 ▼z 0262037467
020 ▼z 9780262037464
035 ▼a 1700760 ▼b (N$T)
035 ▼a (OCoLC)1021803829
037 ▼a 63CCFA78-BFF2-40D3-9A5C-18913DD4952F ▼b OverDrive, Inc. ▼n http://www.overdrive.com
040 ▼a YDX ▼b eng ▼e rda ▼c YDX ▼d N$T ▼d P@U ▼d EBLCP ▼d TEFOD ▼d TOH ▼d OCLCF ▼d IDB ▼d UKOUP ▼d MERUC ▼d OH1 ▼d 248032
049 ▼a MAIN
050 4 ▼a GV1469.34.S52 ▼b S59 2018
072 7 ▼a GAM ▼x 001000 ▼2 bisacsh
08204 ▼a 794.8 ▼2 23
1001 ▼a Siyahhan, Sinem.
24510 ▼a Families at play : ▼b connecting and learning through video games / ▼c Sinem Siyahhan and Elisabeth Gee.
260 ▼a Cambridge, Massachusetts : ▼b The MIT Press, ▼c [2018]
300 ▼a 1 online resource.
336 ▼a text ▼b txt ▼2 rdacontent
337 ▼a computer ▼b c ▼2 rdamedia
338 ▼a online resource ▼b cr ▼2 rdacarrier
347 ▼a text file ▼2 rda
4900 ▼a John D. and Catherine T. MacArthur Foundation series on digital media and learning
5050 ▼a A new perspective on games and families -- Strengthening family relations -- Family learning and video games -- Understanding oneself, each other, and the world -- Developing a learning culture through gaming -- Designing for intergenerational play.
520 ▼a "How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Educators and game designers should take note" -- From the publisher.
590 ▼a Master record variable field(s) change: 050
650 0 ▼a Video games ▼x Social aspects.
650 0 ▼a Family recreation.
650 0 ▼a Communication in families.
650 0 ▼a Intergenerational communication.
650 7 ▼a GAMES / Board. ▼2 bisacsh
650 7 ▼a Communication in families. ▼2 fast ▼0 (OCoLC)fst01728100
650 7 ▼a Family recreation. ▼2 fast ▼0 (OCoLC)fst00920470
650 7 ▼a Intergenerational communication. ▼2 fast ▼0 (OCoLC)fst00976250
650 7 ▼a Video games ▼x Social aspects. ▼2 fast ▼0 (OCoLC)fst01166440
655 4 ▼a Electronic books.
7001 ▼a Gee, Elisabeth, ▼e author.
77608 ▼i Print version: ▼z 0262037467 ▼z 9780262037464 ▼w (OCoLC)1007499939
830 0 ▼a John D. and Catherine T. MacArthur Foundation series on digital media and learning.
85640 ▼3 EBSCOhost ▼u http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=1700760
938 ▼a Oxford University Press USA ▼b OUPR ▼n EDZ0001927570
938 ▼a EBL - Ebook Library ▼b EBLB ▼n EBL5261330
938 ▼a Project MUSE ▼b MUSE ▼n muse66550
938 ▼a YBP Library Services ▼b YANK ▼n 15132616
938 ▼a EBSCOhost ▼b EBSC ▼n 1700760
990 ▼a 관리자
994 ▼a 92 ▼b N$T