000 01623cam a2200337Ia 4500
003 OCoLC
005 20251028092223.0
008 051006s2004 nyu b 001 0 eng d
001 ocm55612570
010 _z 2002038153
020 _a1403965382 (pbk.)
035 _a(Sirsi) i9781403965387
035 _a(Sirsi) i9781403965387
035 _a(Sirsi) i9781403965387
035 _z(Sirsi) 154067
040 _aTET
_cTET
_dOCLCQ
_dBAKER
_dVF$
090 _aGV 1469.3 .G44 2004
100 1 _aGee, James Paul.
245 1 0 _aWhat video games have to teach us about learning and literacy /
_cJames Paul Gee.
250 _a1st Palgrave Macmillan pbk. ed.
260 _aNew York :
_bPalgrave Macmillan,
_c2004.
300 _a225 p. ;
_c24 cm.
504 _aIncludes bibliographical references (p. [213]-219) and index.
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? -- Social mind : how do you get your corpse back after you've died? -- Conclusion : duped or not? -- Appendix : 36 learning principles.
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.
999 _c98015
_d98015