What video games have to teach us about learning and literacy / James Paul Gee.
What video games have to teach us about learning and literacy / James Paul Gee.
About this item
Full title
Author / Creator
Publisher
New York : Palgrave Macmillan, 2003.
Date
2003.
Call Numbers
N794.8019/1
Record Identifier
MMS ID
Language
English
Formats
Physical Description
Physical content
225 p. ; 25 cm.
Contents
1. Introduction: 36 Ways to Learn a Video Game -- 2. Semiotic Domains: Is Playing Video Games a "Waste of Time"? -- 3. Learning and Identity: What Does It Mean to Be a Half-Elf? -- 4. Situated Meaning and Learning: What Should You Do After You Have Destroyed the Global Conspiracy? -- 5. Telling and...
Publication information
Publisher
New York : Palgrave Macmillan, 2003.
Place of Publication
New York (State)
Date Published
2003.
Subjects
More information
Scope and Contents
Summary
"After exploring many of the most popular video games, Gee argues that they are not the mindless entertainment one thinks. He suggests that they are actually quite intricate learning experiences that have a great deal to teach us about how learning and literacy are changing in the modern world. Considering how the games are designed and how they ar...
Alternative Titles
Full title
What video games have to teach us about learning and literacy / James Paul Gee.
Portion of title
What video games have to teach us about learning and literacy.
Authors, Artists and Contributors
Author / Creator
Notes
General note
Includes bibliographical references (p. [213]-219) and index.
Contextual Information
Related resource (online)
Identifiers
Primary Identifiers
Call Numbers
N794.8019/1
Record Identifier
74VveMaQm8Ml
Permalink
https://devfeature-collection.sl.nsw.gov.au/record/74VveMaQm8Ml
Other Identifiers
ISBN
1403961697
9781403961693 (hbk.)
1403961697 (hbk.)
9781403965387 (pbk.)
1403965382 (pbk.)
9781403961693
DDC
794.8019
MMS ID
991017005569702626