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After reading Games, learning, and society: Learning and meaning in the digital

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After reading Games, learning, and society: Learning and meaning in the digital age discuss your understanding of the role of design in creating and sustaining meaningful learning environments using digital tools. In what ways do online games/communities challenge us to think about our own identities as learners? What examples were offered in the assigned chapters that you feel would enhance your own teaching and/or learning? Why?
Steinkuehler, Squire, K., & Barab, S. A. (2012). Games, learning, and society : learning and meaning in the digital age. Cambridge University Press.
Section 1 – all (chapters 1-9)
Section 2, chapters 14, 15, 16
Section 3, chapters 18.19. 23 https://ebookcentral.proquest.com/lib/empire-ebook…

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