Author: Joseph Kahne
Edition:
Binding: Paperback
ISBN: 0262513609
Publisher: The MIT Press
Features:
Edition:
Binding: Paperback
ISBN: 0262513609
Publisher: The MIT Press
Features:
The Civic Potential of Video Games (The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning)
This report focuses on the civic aspects of video game play among youth. Search and download computer ebooks The Civic Potential of Video Games (The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning) for free.
The Civic Potential of Video Games. Download The Civic Potential of Video Games computer ebooks
According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.Until now, most research in the field has considered how video games relate to children's aggression and to academic learning. Digital media scholars suggest, however, that other social outcomes also deserve attention. For example, as games become more social, some scholars argue that they can be im

The Civic Potential Of Video Games By Joseph Kahne Paperback Book
Store Search search Title, ISBN and Author The Civic Potential of Video Games by Joseph Kahne, Ellen Middaugh Estimated delivery 3-12 business days Format Paperback Condition Brand New According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically disengaged, meaning that they participated in fewer than two types of either electoral activities or civic activities. The authors are interested in what role video games may or may not play in this disengagement. Author Biography
The Civic Potential of Video Games Joseph Kahne Product code : 9780262513609 Format :Paperback 112 pages Category :Game/Game Guides Published :30 June 2009 Condition :Brand new, unused SYNOPSIS This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic
Categories: Video games->General and miscellaneous->Hintbooks and reference. Contributors: Joseph Kahne - Author. Format: Paperback
Categories: Video games->General and miscellaneous->Hintbooks and reference. Contributors: Joseph Kahne - Author. Format: Paperback
The Civic Potential of Video Games Free
According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.Until now, most research in the field has considered how video games relate to children's aggression and to academic learning
For example, as games become more social, some scholars argue that they can be im