What video games have to teach us about learning and literacy / James Paul Gee.
Material type: TextPublication details: New York Palgrave Macmillan 2007Edition: Revised and updated editionDescription: 249 páginas 24 cmContent type:- text
- still image
- unmediated
- volume
- 978-1-403-98453-1 (pbk.)
- 1403984530 (pbk.)
- GV 1469 .3 G44 2007
Item type | Current library | Collection | Call number | Status | Date due | Barcode |
---|---|---|---|---|---|---|
Préstamo | Biblioteca Pedro Arrupe | Acervo | GV 1469 .3 G44 2007 (Browse shelf(Opens below)) | Available | 094598 |
Incluye referencias bibliográficas (páginas [229]-239) e índice.
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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