Book Cover
E-book
Author Gee, James Paul

Title What video games have to teach us about learning and literacy
Published New York : Palgrave Macmillan, 2005

Copies

Description 1 online resource (232 pages)
Contents Cover -- Contents -- 1 Introduction: 36 Ways to Learn a Video Game -- 2 Semiotic Domains: Is Playing Video Games a "Waste of Time"? -- 3 Learning and Identity: What Does It Mean to Be a Half-Elf? -- 4 Situated Meaning and Learning: What Should You Do After You Have Destroyed the Global Conspiracy? -- 5 Telling and Doing: Why Doesn't Lara Croft Obey Professor Von Croy? -- 6 Cultural Models: Do You Want to Be the Blue Sonic or the Dark Sonic? -- 7 The Social Mind: How Do You Get Your Corpse Back After You've Died? -- 8 Conclusion: Duped or Not? -- Appendix: The 36 Learning Principles -- References -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- K -- L -- M -- N -- O -- P -- R -- S -- T -- U -- V -- W
Summary This volume 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 hidden treasure and, even, blasting away an enemy with a high-powered rifle
Bibliography Includes bibliographical references (pages 213-219) and index
Notes Print version record
Subject Video games and children.
Learning, Psychology of.
Visual literacy.
Video games -- Psychological aspects
visual literacy.
Computer games -- Psychological aspects
Learning, Psychology of
Video games and children
Video games -- Psychological aspects
Visual literacy
Form Electronic book
ISBN 9781403973337
1403973334
9786611367107
6611367101