000 01316nam a2200265 a 4500
003 AR-LpUFIB
005 20240131171048.0
007 ta
008 230201s2016 xxua dr 000 0 eng d
020 _a9781421419206
024 8 _aDIF006608
040 _aAR-LpUFIB
_bspa
_cAR-LpUFIB
100 1 _aSchrier, Karen
_9257441
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
_940048
650 4 _aRESOLUCIÓN DE PROBLEMAS
_984767
650 4 _aCOMPUTACIÓN Y SOCIEDAD
_9252821
942 _cBK
999 _c848625
_d848625