What video games have to teach us about learning and literacy / James Paul Gee.
Material type:
TextPublication details: New York : Palgrave Macmillan, 2004.Edition: 1st Palgrave Macmillan pbk. edDescription: 225 p. ; 24 cmISBN: - 1403965382 (pbk.)
| Item type | Current library | Call number | Status | Barcode | |
|---|---|---|---|---|---|
Book
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Storms Research Center Main Collection | GV 1469.3 .G44 2004 (Browse shelf(Opens below)) | Available | 98625634 |
Includes bibliographical references (p. [213]-219) and index.
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? -- Social mind : how do you get your corpse back after you've died? -- Conclusion : duped or not? -- Appendix : 36 learning principles.
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