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What video games have to teach us about learning and literacy / James Paul Gee.

By: Material type: TextTextPublication details: New York Palgrave Macmillan 2007Edition: Revised and updated editionDescription: 249 páginas 24 cmContent type:
  • text
  • still image
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 978-1-403-98453-1 (pbk.)
  • 1403984530 (pbk.)
Subject(s): LOC classification:
  • GV 1469 .3 G44 2007
Contents:
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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Holdings
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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