000 | 01285nam a2200253 a 4500 | ||
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003 | AR-LpUFIB | ||
005 | 20250311170437.0 | ||
008 | 230201s2016 xxua r 000 0 eng d | ||
020 | _a9781421419206 | ||
024 | 8 |
_aDIF-M7256 _b7468 _zDIF006621 |
|
040 |
_aAR-LpUFIB _bspa _cAR-LpUFIB |
||
100 | 1 | _aSchrier, Karen | |
245 | 1 | 0 |
_aKnowledge games : _bhow playing games can solve problems, create insight, and make change |
250 | _a1st ed. | ||
260 |
_aBaltimore : _b John Hopkins University Press, _c2016 |
||
300 |
_ax, 270 p. : _bil. |
||
490 | 0 | _aTech.edu: A Hopkins Series on Education and Technology | |
500 | _aIncluye índice. | ||
505 | 0 | _a Acknowledgments -- Introduction -- Part I. What are knowledge games? -- 1. Contribution -- 2. Design -- Part II. Why knowledge games? -- 3. Problem solving -- 4. Motivation -- 5. Social interaction -- Part III. Perspectives, potentials, and pitfalls -- 6. Amateurs -- 7. Participation -- 8. Data -- 9. Knowledge -- Appendix A. Categories and examples -- Appendix B. Design principles, recommendations, considerations, and implications -- Appendix C. Guiding questions -- Notes -- Index | |
650 | 4 | _aJUEGOS | |
650 | 4 | _aRESOLUCIÓN DE PROBLEMAS | |
650 | 4 | _aCOMPUTACIÓN Y SOCIEDAD | |
942 | _cBK | ||
999 |
_c56398 _d56398 |