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