What video games have to teach us about learning and literacy
Record details
- ISBN: 9781403984531 (pbk.)
- ISBN: 1403984530 (pbk.)
-
Physical Description:
print
249 p. ; 24 cm. - Edition: Rev. and updated ed.
- Publisher: New York : Palgrave Macmillan, 2007.
Content descriptions
- Bibliography, etc. Note:
- Includes bibliographical references (p. [229]-239) and index.
- Formatted Contents Note:
- 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.
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Available copies
- 1 of 1 copy available at Decoda Literacy Library.
Holds
- 0 current holds with 1 total copy.
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Location | Call Number / Copy Notes | Barcode | Shelving Location | Holdable? | Status | Due Date |
---|---|---|---|---|---|---|
Decoda Literacy Library | 794.8 G44 2007 (Text) | 35410000040238 | General Collection | Volume hold | Available | - |