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008 090819s2007 nyu b 001 0 eng c
020 _a978-1-403-98453-1 (pbk.)
020 _a1403984530 (pbk.)
040 _aYDXCP
_cYDXCP
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050 4 _aGV 1469 .3
_bG44 2007
100 1 _aGee, James Paul
245 1 0 _aWhat video games have to teach us about learning and literacy /
_cJames Paul Gee.
250 _aRevised and updated edition
260 _aNew York
_bPalgrave Macmillan
_c2007
300 _a249 páginas
_c24 cm.
336 _atext
_btxt
_2rdacontent
336 _astill image
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
504 _bIncluye referencias bibliográficas (páginas [229]-239) e índice.
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.
541 0 _aBibliografía complementaria
_d2016/02/04
_h0.00
650 4 _aVideojuegos -
_xAspectos psicológicos
650 4 _aVideojuegos -
_xAspectos sociales
650 4 _aPsicología del aprendizaje
650 4 _aAlfabetización visual
650 4 _aVideojuegos y niños
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
903 _aLOGICAT
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