What video games have to teach us about learning and literacy /
James Paul Gee.
- Rev. and updated ed.
- New York : Palgrave Macmillan, 2007.
- 249 p. ; 24 cm.
"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.
9781403984531 (pbk.) 1403984530 (pbk.)
2009280806
Video games--Psychological aspects. Computer games--Psychological aspects. Learning, Psychology of. Visual literacy. Video games and children.