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What video games have to teach us about learning and literacy

저자: James Paul Gee
출판사: New York : Palgrave Macmillan, 2003.
판/형식:   도서 : 영어 : 1st ed모든 판과 형식 보기
데이터베이스:WorldCat
요약:
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  더 읽기…
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자료 유형: 인터넷 자료
문서 형식: 책, 인터넷 자원
모든 저자 / 참여자: James Paul Gee
ISBN: 1403961697 9781403961693 1403965382 9781403965387
OCLC 번호: 50802598
설명: 225 p. ; 25 cm.
내용: 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.
책임: James Paul Gee.
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초록:

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.

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