000 03201pam a22004454i 4500
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.
300 _a225 pages ;
_c25 cm
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
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
650 0 _aComputer games
_xPsychological aspects
_9785077
650 0 _aLearning, Psychology of.
_9350938
650 0 _aVisual literacy
_9325611
650 0 _aVideo games and children
_9328632
907 _a.b10808656
_b26-03-18
_c27-10-15
942 _cB
945 _a794.8019 GEE
_g1
_iA215730B
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_o-
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_y.i11964637
_z29-10-15
998 _a(2)b
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_b06-04-16
_cm
_da
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999 _c1144787
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