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| Document Type: | Book |
|---|---|
| All Authors / Contributors: |
James Paul Gee |
| ISBN: | 9781403984531 1403984530 |
| OCLC Number: | 172569526 |
| Notes: | "December 2007"--T.p. verso. |
| Description: | 249 p. ; 24 cm. |
| Contents: | 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. |
| Responsibility: | James Paul Gee. |
Abstract:
"In this completely updated and revised edition ofacontemporary classic, one of America's most well-respected educators considers more than thirty new video games in his provocative examination of their positive effects on learning. Gee includes recent games such as World of War Craft and Half Life 2 and analyzes new theories of cognitive development, such as how individuals develop a sense of identity, grasp meaning, evaluate and follow a command, pick a role model, and perceive the world. This is abook that will open your mind to the possibility that video games are the forerunners of instructional tools that will determine how we learn in the future."--BOOK JACKET.
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Similar Items
Related Subjects:(11)
- Video games -- Psychological aspects.
- Computer games -- Psychological aspects.
- Learning, Psychology of.
- Visual literacy.
- Video games and children.
- Leerprocessen.
- Computerspellen.
- Psychologische aspecten.
- Beeldcommunicatie
- Kinderen.
- Juegos de computadora -- Aspectos psicológicos.
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