What video games have to teach us about learning and literacy / James Paul Gee.
Publication details: New York : Palgrave Macmillan, 2007.Edition: Rev. and updated edDescription: 249 p. ; 24 cmISBN:- 9781403984531 (pbk.)
- 1403984530 (pbk.)
- GV1469.3 .G44 2007
- 81.51
- 76.30
Item type | Current library | Shelving location | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|---|
Book | NMC Library | Stacks | GV1469.3 .G44 2007 (Browse shelf(Opens below)) | 1 | Available | 33039001110054 |
"December 2007"--T.p. verso.
Includes bibliographical references (p. [229]-239) and index.
Introduction : 36 ways to learn a video game -- Semiotic domains : is playing video games a "waste of time"? -- Learning and identity : what does it mean to be a half-elf? -- Situated meaning and learning : what should you do after you have destroyed the global conspiracy? -- Telling and doing : why doesn't Lara Croft obey Professor Von Croy? -- Cultural models : do you want to be the blue sonic or the dark sonic? -- The social mind : how do you get your corpse back after you've died? -- Conclusion -- Appendix : The 36 learning principles.
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