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Record ID harvard_bibliographic_metadata/ab.bib.11.20150123.full.mrc:272854226:2160
Source harvard_bibliographic_metadata
Download Link /show-records/harvard_bibliographic_metadata/ab.bib.11.20150123.full.mrc:272854226:2160?format=raw

LEADER: 02160cam a2200301Ka 4500
001 011321121-X
005 20080625113640.0
008 070916s2007 nyu e b 001 0 eng d
020 $a1403984530 (pbk)
020 $a9781403984531
035 0 $aocn172569526
040 $aYDXCP$cYDXCP$dBAKER$dGRR
050 4 $aGV1469.3$b.G44 2007
100 1 $aGee, James Paul.
245 10 $aWhat video games have to teach us about learning and literacy /$cJames Paul Gee.
250 $aRev. and updated ed.
260 $aNew York :$bPalgrave Macmillan,$c2007.
300 $a249 p. ;$c24 cm.
504 $aIncludes bibliographical references (p. [229]-239) and index.
505 0 $aIntroduction : 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.
520 1 $a"In this completely updated and revised edition of a contemporary 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.
650 0 $aVideo games$xPsychological aspects.
650 0 $aComputer games$xPsychological aspects.
650 0 $aLearning, Psychology of.
650 0 $aVisual literacy.
650 0 $aVideo games and children.
988 $a20071129
906 $0OCLC