logo

EbookBell.com

Most ebook files are in PDF format, so you can easily read them using various software such as Foxit Reader or directly on the Google Chrome browser.
Some ebook files are released by publishers in other formats such as .awz, .mobi, .epub, .fb2, etc. You may need to install specific software to read these formats on mobile/PC, such as Calibre.

Please read the tutorial at this link:  https://ebookbell.com/faq 


We offer FREE conversion to the popular formats you request; however, this may take some time. Therefore, right after payment, please email us, and we will try to provide the service as quickly as possible.


For some exceptional file formats or broken links (if any), please refrain from opening any disputes. Instead, email us first, and we will try to assist within a maximum of 6 hours.

EbookBell Team

Connected Play Tweens In A Virtual World 1st Edition Yasmin B Kafai Deborah A Fields Mizuko Ito

  • SKU: BELL-51846852
Connected Play Tweens In A Virtual World 1st Edition Yasmin B Kafai Deborah A Fields Mizuko Ito
$ 31.00 $ 45.00 (-31%)

4.8

34 reviews

Connected Play Tweens In A Virtual World 1st Edition Yasmin B Kafai Deborah A Fields Mizuko Ito instant download after payment.

Publisher: MIT Press
File Extension: EPUB
File size: 3.03 MB
Pages: 210
Author: Yasmin B. Kafai; Deborah A. Fields; Mizuko Ito
ISBN: 9780262317849, 0262317842
Language: English
Year: 2013
Edition: 1

Product desciption

Connected Play Tweens In A Virtual World 1st Edition Yasmin B Kafai Deborah A Fields Mizuko Ito by Yasmin B. Kafai; Deborah A. Fields; Mizuko Ito 9780262317849, 0262317842 instant download after payment.

Millions of children visit virtual worlds every day. In such virtual play spaces as Habbo Hotel, Toontown, and Whyville, kids chat with friends from school, meet new people, construct avatars, and earn and spend virtual currency. In Connected Play, Yasmin Kafai and Deborah Fields investigate what happens when kids play in virtual worlds, how this matters for their offline lives, and what this means for the design of educational opportunities in digital worlds. Play is fundamentally important for kids' development, but, Kafai and Fields argue, to understand play in virtual worlds, we need to connect concerns of development and culture with those of digital media and learning. Kafai and Fields do this through a detailed study of kids' play in Whyville, a massive, informal virtual world with educational content for tween players. Combining ethnographic accounts with analysis of logfile data, they present rich portraits and overviews of how kids learn to play in a digital domain, developing certain technological competencies; how kids learn to play well -- responsibly, respectfully, and safely; and how kids learn to play creatively, creating content that becomes a part of the virtual world itself.

Related Products