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Developmental psychology --- Sociology of the family. Sociology of sexuality --- Mass communications --- Computer. Automation --- Recreation. Games. Sports. Corp. expression --- Gender --- Video games --- Computer science --- Girls --- Toys --- Stereotypes --- Design --- Internet --- Book --- Consumption
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Video games --- Video games industry --- Play --- Jeux vidéo --- Jeu --- Social aspects. --- Social aspects --- Aspect social --- Industrie
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Computer-assisted instruction --- Constructivism (Education) --- LOGO (Computer program language) --- Microcomputers --- Video games --- Authoring programs --- Case studies --- Programming
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Why every child needs to learn to code: the shift from "computational thinking" to computational participation.
Computers and children. --- Computer programming --- Scratch (Computer program language) --- Constructivism (Education) --- Cognitive-developmental theory --- Constructionism (Education) --- Constructivist education --- Piagetian theory of cognitive development --- Education --- Learning, Psychology of --- Programming languages (Electronic computers) --- Computers --- Electronic computer programming --- Electronic data processing --- Electronic digital computers --- Programming (Electronic computers) --- Coding theory --- Children and computers --- Children --- Study and teaching (Secondary) --- Programming --- EDUCATION/Digital Media & Learning --- COMPUTER SCIENCE/General --- SOCIAL SCIENCES/Media Studies
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Video games in education. --- Computers and children. --- Computer programming --- Video games --- Constructivism (Education) --- Learning, Psychology of. --- Learning --- Psychology of learning --- Educational psychology --- Comprehension --- Learning ability --- Cognitive-developmental theory --- Constructionism (Education) --- Constructivist education --- Piagetian theory of cognitive development --- Education --- Learning, Psychology of --- Children and computers --- Children --- Audio-visual education --- Study and teaching. --- Design. --- Psychological aspects --- Computer games --- Electronic games in education --- Design
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"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."
Education --- Shared virtual environments. --- Educational games. --- Preteens --- Simulation methods. --- Recreation. --- Whyville. --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Pre-teens --- Preadolescents --- Preteenagers --- Tweenagers --- Tweenies --- Tweens --- Instructive games --- Training games --- Virtual reality --- Children --- Games --- Simulation methods --- GAME STUDIES/Games in Education --- EDUCATION/Digital Media & Learning --- SOCIAL SCIENCES/Media Studies
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"With contributions from both original visionaries and emergent scholars, this volume extends the educational theory of constructionism, including recent movements in coding and making"--
Maker movement in education. --- Computer science --- Constructivism (Education) --- Study and teaching. --- Cognitive-developmental theory --- Constructionism (Education) --- Constructivist education --- Piagetian theory of cognitive development --- Education --- Learning, Psychology of --- Informatics --- Science --- EDUCATION/General --- EDUCATION/Digital Media & Learning
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Video games for women. --- Video games --- Video games industry --- #SBIB:309H17 --- #SBIB:309H040 --- Video game industry --- Electronic games industry --- Women --- Social aspects. --- Computer- en videogames --- Populaire cultuur algemeen --- Video games for women --- Social aspects --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry
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Designers --- Education --- Smart materials --- Textile fabrics --- Effect of technological innovations on. --- Social aspects. --- Technological innovations.
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How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities. 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.
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