000 01799nam a2200409 a 4500
001 2009280806
003 DLC
005 20190729103638.0
008 090819s2007 nyu b 001 0 eng c
010 _a 2009280806
020 _a9781403984531 (pbk.)
020 _a1403984530 (pbk.)
035 _a(OCoLC)ocn172569526
040 _aYDXCP
_cYDXCP
_dBAKER
_dGRR
_dBWX
_dGK8
_dIGR
_dVP@
_dIQU
_dOCL
_dBTCTA
_dNLGGC
_dDLC
042 _apcc
049 _aEY8Z
050 0 0 _aGV1469.3
_b.G44 2007
084 _a81.51
_2bcl
084 _a76.30
_2bcl
100 1 _aGee, James Paul.
245 1 0 _aWhat video games have to teach us about learning and literacy /
_cJames Paul Gee.
250 _aRev. and updated ed.
260 _aNew York :
_bPalgrave Macmillan,
_c2007.
300 _a249 p. ;
_c24 cm.
500 _a"December 2007"--T.p. verso.
504 _aIncludes bibliographical references (p. [229]-239) and index.
505 0 _aIntroduction : 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.
650 0 _aVideo games
_xPsychological aspects.
650 0 _aComputer games
_xPsychological aspects.
650 0 _aLearning, Psychology of.
650 0 _aVisual literacy.
650 0 _aVideo games and children.
948 _au194259
949 _hEY8Z
_i33039001110054
596 _a1
903 _a14698
999 _c14698
_d14698