zum Inhalt wechseln
What video games have to teach us about learning and literacy Titelvorschau
SchließenTitelvorschau
Prüfung…

What video games have to teach us about learning and literacy

Verfasser/in: James Paul Gee
Verlag: New York : Palgrave Macmillan, 2003.
Ausgabe/Format   Buch : Englisch : 1st edAlle Ausgaben und Formate anzeigen
Datenbank:WorldCat
Zusammenfassung:
A controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new book with "I want to talk about video games-yes, even violent video games-and say some positive things about them." With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from  Weiterlesen…
Bewertung:

basierend auf 1 Bewertung(en) 0 mit Rezensionen - Verfassen Sie als Erste eine Rezension.

Themen
Ähnliche Titel

 

Online anzeigen

Links zu diesem Titel

Exemplar ausleihen

&AllPage.SpinnerRetrieving; Suche nach Bibliotheken, die diesen Titel besitzen ...

Details

Medientyp: Internetquelle
Dokumenttyp: Buch, Internet-Ressource
Alle Autoren: James Paul Gee
ISBN: 1403961697 9781403961693 1403965382 9781403965387
OCLC-Nummer: 50802598
Beschreibung: 225 p. ; 25 cm.
Inhalt: 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 : duped or not? --
Appendix : 36 learning principles.
Verfasserangabe: James Paul Gee.
Weitere Informationen:

Abstract:

A controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new book with "I want to talk about video games-yes, even violent video games-and say some positive things about them." With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world. This is a ground-breaking book that takes up a new electronic method of education and shows the positive upside it has for learning. A controversial look at the positive things that can be learned from video games.

Rezensionen

Nutzer-Rezensionen
Suche nach GoodReads-Rezensionen
Suche nach DOGObooks-Rezensionen…

Tags

Alle Nutzer-Tags (9)

Anzeige der beliebtesten Schlagwörter als: Schlagwortliste | Tag Cloud

Ähnliche Titel

Verwandte Themen:(18)

Nutzerlisten mit diesen Titeln (25)

Anfrage bestätigen

Sie haben diesen Titel bereits angefordert. Wenn Sie trotzdem fortfahren möchten, klicken Sie auf OK.

Verlinkung


<http://www.worldcat.org/oclc/50802598>
library:oclcnum"50802598"
library:placeOfPublication
library:placeOfPublication
owl:sameAs<info:oclcnum/50802598>
rdf:typeschema:Book
schema:about
<http://id.worldcat.org/fast/995009>
rdf:typeschema:Intangible
schema:name"Learning, Psychology of"@en
schema:name"Learning, Psychology of."@en
schema:about
schema:about
schema:about
schema:about
schema:about
<http://id.worldcat.org/fast/1166438>
rdf:typeschema:Intangible
schema:name"Video games--Psychological aspects"@en
schema:name"Video games--Psychological aspects."@en
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
<http://id.worldcat.org/fast/872117>
rdf:typeschema:Intangible
schema:name"Computer games--Psychological aspects"@en
schema:name"Computer games--Psychological aspects."@en
schema:about
schema:about
<http://id.worldcat.org/fast/1166443>
rdf:typeschema:Intangible
schema:name"Video games and children"@en
schema:name"Video games and children."@en
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:bookEdition"1st ed."
schema:creator
schema:datePublished"2003"
schema:description"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 : duped or not? -- Appendix : 36 learning principles."@en
schema:description"A controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new book with "I want to talk about video games-yes, even violent video games-and say some positive things about them." With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world. This is a ground-breaking book that takes up a new electronic method of education and shows the positive upside it has for learning. A controversial look at the positive things that can be learned from video games."@en
schema:exampleOfWork<http://worldcat.org/entity/work/id/17231>
schema:inLanguage"en"
schema:name"What video games have to teach us about learning and literacy"@en
schema:numberOfPages"225"
schema:publisher
schema:url
schema:workExample
schema:workExample

Content-negotiable representations

Fenster schließen

Bitte in WorldCat einloggen 

Sie haben kein Konto? Sie können sehr einfach ein kostenloses Konto anlegen,.