What video games have to teach us about learning and literacy - Gee, James Paul. (New York : Palgrave Macmillan, 2004)
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.
Includes bibliographical references (p. [213]-219) and index.
Keywords: Video games -- Psychological aspects; Computer games -- Psychological aspects; Learning, Psychology of; Visual literacy; Video games and children