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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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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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