Connected Gaming: What Making Video Games Can Teach Us About Learning and Literacy
GPTKB entity
Statements (16)
| Predicate | Object |
|---|---|
| gptkbp:instanceOf |
gptkb:book
|
| gptkbp:author |
gptkb:Quinn_Burke
gptkb:Yasmin_B._Kafai |
| gptkbp:countryOfPublication |
gptkb:United_States
|
| gptkbp:genre |
gptkb:nonfiction
|
| gptkbp:ISBN |
9780262035378
|
| gptkbp:language |
English
|
| gptkbp:pages |
224
|
| gptkbp:publicationDate |
2016
|
| gptkbp:publisher |
gptkb:MIT_Press
|
| gptkbp:subject |
education
literacy video game design |
| gptkbp:bfsParent |
gptkb:Yasmin_Kafai
|
| gptkbp:bfsLayer |
5
|
| https://www.w3.org/2000/01/rdf-schema#label |
Connected Gaming: What Making Video Games Can Teach Us About Learning and Literacy
|