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MARC record from Internet Archive

LEADER: 01454cam a2200289Ia 45 0
001 324169
005 20050107134303.0
008 040608s2004 nyu b 001 0 eng d
010 $z 2002038153
035 $a55612570
040 $aTET$cTET
020 $a1403965382
090 $aGV1469.3$b.G44 2004
049 $aXIMM
100 1 $aGee, James Paul.
245 10 $aWhat video games have to teach us about learning and literacy /$cJames Paul Gee.
250 $a1st Palgrave Macmillan paperback ed.
260 $aNew York :$bPalgrave Macmillan,$c2004.
300 $a225 p. ;$c24 cm.
504 $aIncludes bibliographical references (p. [213]-219) 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? -- Social mind : how do you get your corpse back after you've died? -- Conclusion : duped or not? -- Appendix : 36 learning principles.
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.
994 $aC0$bXIM