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.
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Learning, Psychology of.
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Visual literacy.
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Video games -- Psychological aspects
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visual literacy.
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Computer games -- Psychological aspects
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Learning, Psychology of
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Video games and children
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Video games -- Psychological aspects
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Visual literacy
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Form |
Electronic book
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ISBN |
9781403973337 |
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1403973334 |
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9786611367107 |
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6611367101 |
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