000840745 000__ 01766cam\a2200469Ia\4500 000840745 001__ 840745 000840745 005__ 20210515151708.0 000840745 006__ m\\\\\o\\d\\\\\\\\ 000840745 007__ cr\cn\nnnunnun 000840745 008__ 120322s2012\\\\nyua\\\\ob\\\\001\0\eng\d 000840745 010__ $$z 2012011690 000840745 020__ $$z0521144523 000840745 020__ $$z052119623X 000840745 020__ $$z9780521144520 000840745 020__ $$z9780521196239 000840745 020__ $$z9781139514729 000840745 035__ $$a(MiAaPQ)EBC944691 000840745 035__ $$a(Au-PeEL)EBL944691 000840745 035__ $$a(CaPaEBR)ebr10578208 000840745 035__ $$a(CaONFJC)MIL368540 000840745 035__ $$a(OCoLC)796383836 000840745 040__ $$aMiAaPQ$$cMiAaPQ$$dMiAaPQ 000840745 050_4 $$aGV1469.3$$b.G423 2012 000840745 08204 $$a794.8$$223 000840745 24500 $$aGames, learning, and society$$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. 000840745 260__ $$aNew York :$$bCambridge University Press,$$c2012. 000840745 300__ $$axxi, 464 p. :$$bill. 000840745 4901_ $$aLearning in doing 000840745 504__ $$aIncludes bibliographical references and index. 000840745 506__ $$aAccess limited to authorized users. 000840745 650_0 $$aVideo games$$xStudy and teaching. 000840745 650_0 $$aVideo games$$xPsychological aspects. 000840745 650_0 $$aLearning, Psychology of. 000840745 650_0 $$aVideo games$$xDesign. 000840745 650_0 $$aVideo games$$xSocial aspects. 000840745 7001_ $$aSteinkuehler, Constance,$$d1970- 000840745 7001_ $$aSquire, Kurt. 000840745 7001_ $$aBarab, Sasha A. 000840745 830_0 $$aLearning in doing. 000840745 852__ $$bebk 000840745 85640 $$3ProQuest Ebook Central Academic Complete$$uhttps://univsouthin.idm.oclc.org/login?url=https://ebookcentral.proquest.com/lib/usiricelib-ebooks/detail.action?docID=944691$$zOnline Access 000840745 909CO $$ooai:library.usi.edu:840745$$pGLOBAL_SET 000840745 980__ $$aEBOOK 000840745 980__ $$aBIB 000840745 982__ $$aEbook 000840745 983__ $$aOnline