What video games have to teach us about learning and literacy /

Gee, James Paul

What video games have to teach us about learning and literacy / James Paul Gee. - Revised and updated edition - New York Palgrave Macmillan 2007 - 249 páginas 24 cm.



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.

978-1-403-98453-1 (pbk.) 1403984530 (pbk.)


Videojuegos ---Aspectos psicológicos
Videojuegos ---Aspectos sociales
Psicología del aprendizaje
Alfabetización visual
Videojuegos y niños
Video games ---Psychological aspects
Computer games ---Psychological aspects
Learning, Psychology of
Visual literacy
Video games and children

GV 1469 .3 / G44 2007