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What Video Games Have To Teach Us About Learning And Literacy (2007)

Call Number 370.1523/GEE,J

(0 holds on 1 copy)
LocationCall NumberItem Status
Adult Nonfiction370.1523/GEE,JAvailable
Published: New York : Palgrave Macmillan, 2007
Edition:  Revised and updated edition
Description:  249 pages ; 24 cm
ISBN/ISSN: 9781403984531 (pbk.), 1403984530 (pbk.), 1403984530 :,
Language:  English

"December 2007"--T.p. verso

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 Related Searches:
Video games -- Psychological aspects.
Computer games -- Psychological aspects.
Learning, Psychology of.
Visual literacy.
Video games and children.
Added--20080602 anf

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