What video games have to teach us about learning and literacy



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dc.contributor.author Gee, James Paul
dc.date.accessioned 2018-01-10T15:02:03Z
dc.date.available 2018-01-10T15:02:03Z
dc.date.issued 2007
dc.identifier.isbn 9781403984531
dc.identifier.other cdc034539
dc.identifier.uri https://eduq.info/xmlui/handle/11515/35432
dc.description Revised and updated edition.
dc.description Index.
dc.description Comprend des références bibliographiques
dc.description.tableofcontents 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 -- Appendix : The 36 learning principles.
dc.format.extent 249 pages ; 24 cm.
dc.format.medium Ressource physique
dc.language.iso eng
dc.publisher Palgrave Macmillan
dc.subject Jeu
dc.subject Vidéo
dc.subject Méthode d'enseignement
dc.subject Jeu éducatif
dc.subject Stratégie d'enseignement
dc.subject Application pédagogique de l'ordinateur
dc.title What video games have to teach us about learning and literacy
dc.type Livre


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