New York : Palgrave Macmillan, 2007
Rev. and updated edDescription:
249 p. ; 24 cm ISBN/ISSN:
9781403984531 (pbk.), 1403984530 (pbk.), 1403984530 :, Language:
"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 aspectsComputer games -- Psychological aspectsLearning, Psychology ofVisual literacyVideo games and childrenAdded--20080602 anf
Login to write a review of your own.
to add this item to your list.
Lists can be used to compile collections of items that you may be interested in checking out at a later date. You may also create public lists and share your favorites with other AHML customers.
No tags, currently.Login
to add tags.
To create a multiple word tag such as Science Fiction, enclose both words in quotes, like: "Science Fiction"