000 | 03201pam a22004454i 4500 | ||
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005 | 20221101183722.0 | ||
008 | 021008s2003 nyu b 001 0 eng d | ||
010 | _a 2002038153 | ||
011 | _aBIB MATCHES WORLDCAT | ||
020 | _a1403961697 | ||
020 | _a9781403961693 | ||
035 | _a(ATU)b10808656 | ||
035 | _a(DLC) 2002038153 | ||
035 | _a(OCoLC)50802598 | ||
040 |
_aDLC _beng _erda _dATU |
||
042 | _apcc | ||
050 | 0 | 0 |
_aGV1469.3 _b.G44 2003 |
082 | 0 | 0 |
_a794.8019 _221 |
100 | 1 |
_aGee, James Paul, _eauthor. _91033824 |
|
245 | 1 | 0 |
_aWhat video games have to teach us about learning and literacy / _cJames Paul Gee. |
250 | _aFirst edition. | ||
264 | 1 |
_aNew York : _bPalgrave Macmillan, _c2003. |
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300 |
_a225 pages ; _c25 cm |
||
336 |
_atext _btxt _2rdacontent |
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337 |
_aunmediated _bn _2rdamedia |
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338 |
_avolume _bnc _2rdacarrier |
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504 | _aIncludes bibliographical references (pages 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? -- The social mind : how do you get your corpse back after you've died? -- Conclusion : duped or not? -- Appendix : 36 learning principles. | |
520 | _a"A controversial look at the positive things that can be learned from video games by a well known professor of education.James Paul Gee begins his new book with "I want to talk about vide games--yes, even violent video games--and say some positive things about them." With this simple but explosive beginning, one of America's most well-respected professors of education 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 a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities:* How individuals develop a sense of identity* How one grasps meaning* How one evaluates and follow a command* How one picks a role model* How one perceives the worldThis is a ground-breaking book that takes up a new electronic method of education and shows the positive upside it has for learning."--Publisher description. | ||
588 | _aMachine converted from AACR2 source record. | ||
650 | 0 |
_aVideo games _xPsychological aspects _9784518 |
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650 | 0 |
_aComputer games _xPsychological aspects _9785077 |
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650 | 0 |
_aLearning, Psychology of. _9350938 |
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650 | 0 |
_aVisual literacy _9325611 |
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650 | 0 |
_aVideo games and children _9328632 |
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_a.b10808656 _b26-03-18 _c27-10-15 |
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