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Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) | Hardcover | Psychology
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Specifications
| publisher | Cambridge University Press |
| isbn13 | 9780521196239 |
| isbn10 | 052119623X |
| binding | hardcover |
| language | english |
| pages | 480 |
| publication_date | 2012-06-11 |
| genre | PSYCHOLOGY, General, Educational psychology, Cognition & cognitive psychology, Popular culture, Sociology: sport & leisure |
Product Description
Here on GlowMirror, you'll find Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) | Hardcover | Psychology filed under Books -- everything you need to know is covered below.
About this book
Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) published by Cambridge University Press.
Related topics
Computer Applications, Education, Non-Fiction, Psychology, Psychology/General, Readings/Anthologies/Collected Works, Scholarly/Graduate, UNIVERSITY PRESS.
Book Insights
What You'll Learn
- ·In-depth exploration of topics covered in Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) | Hardcover | Psychology
- ·Key concepts explained with clarity and practical examples
- ·Insights valuable for anyone studying or working in Books
Who Should Read This
Advanced students, researchers, and domain experts seeking in-depth knowledge.
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- ·Brand new physical book delivered across India
- ·15-day hassle-free return policy
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Is Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) | Hardcover | Psychology available in English?
Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) | Hardcover | Psychology is available in english on GlowMirror.
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Who published Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) | Hardcover | Psychology?
Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) | Hardcover | Psychology is published by Cambridge University Press.
How many pages does Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) | Hardcover | Psychology have?
Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) | Hardcover | Psychology has 480 pages.
How long does it take to read Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) | Hardcover | Psychology?
At an average reading speed of 250 words per minute, reading Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) | Hardcover | Psychology takes approximately 12 hours.
What is Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) | Hardcover | Psychology about?
About this book
Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) published by Cambridge University Press.
Related topics
Computer Applications, Education, Non-Fiction, Psychology, Psychology/General, Readings...
Is Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) | Hardcover | Psychology suitable for beginners?
Whether Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) | Hardcover | Psychology is suitable for beginners depends on your background in Books. Review the product description and specifications above for details on the target audience and difficulty level.
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Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) | Hardcover | Psychology is from the Cambridge University Press edition/year. Check the specifications section for full edition details.
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