Más información sobre el libro
James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.
Compra de libros
What Video Games Have to Teach Us About Learning and Literacy, James Agee
- Idioma
- Publicado en
- 2007
- product-detail.submit-box.info.binding
- (Tapa blanda),
- Estado del libro
- Bueno
- Precio
- 6,99 €
Métodos de pago
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- Título
- What Video Games Have to Teach Us About Learning and Literacy
- Subtítulo
- Revised and Updated Edition - Second Edition
- Idioma
- Inglés
- Autores
- James Agee
- Editorial
- St. Martin's Griffin
- Publicado en
- 2007
- Formato
- Tapa blanda
- Páginas
- 256
- ISBN10
- 1403984530
- ISBN13
- 9781403984531
- Serie
- Etiquetas
- No ficción, Ciencias sociales, Hobbies, Psicología, Tecnología, Educación, Juegos, Videojuegos
- Descripción
- James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.


