000270123 000__ 01551cam\a22003374a\45e0 000270123 001__ 270123 000270123 005__ 20210513102417.0 000270123 008__ 021008s2003\\\\nyu\\\\\\b\\\\001\0\eng\\ 000270123 010__ $$a 2002038153 000270123 015__ $$aGBA3-X9659 000270123 020__ $$a1403961697 000270123 035__ $$a(OCoLC)ocm50802598 000270123 035__ $$a270123 000270123 040__ $$aDLC$$cDLC$$dUKM$$dC#P$$dVOC 000270123 042__ $$apcc 000270123 049__ $$aISEA 000270123 05000 $$aGV1469.3$$b.G44 2003 000270123 08200 $$a794.8/01/9$$221 000270123 1001_ $$aGee, James Paul. 000270123 24510 $$aWhat video games have to teach us about learning and literacy /$$cJames Paul Gee. 000270123 250__ $$a1st ed. 000270123 260__ $$aNew York :$$bPalgrave Macmillan,$$c2003. 000270123 300__ $$a225 p. ;$$c25 cm. 000270123 504__ $$aIncludes bibliographical references (p. [213]-219) and index. 000270123 5050_ $$aIntroduction : 36 ways to learn a video game -- Semiotic domains : is playing video games a waste of time? -- Learning and identity : what does it mean to be a half-elf? -- Situated meaning and learning : what should you do after you have destroyed the global conspiracy? -- Telling and doing : why doesn't Lara Croft obey Professor Von Croy? -- Cultural models : do you want to be the blue sonic or the dark sonic? -- Social mind : how do you get your corpse back after you've died? -- Conclusion : duped or not? -- Appendix : 36 learning principles. 000270123 650_0 $$aVideo games$$xPsychological aspects. 000270123 650_0 $$aComputer games$$xPsychological aspects. 000270123 650_0 $$aLearning, Psychology of. 000270123 650_0 $$aVisual literacy. 000270123 650_0 $$aVideo games and children. 000270123 85200 $$bgen$$hGV1469.3$$i.G44$$i2003 000270123 909CO $$ooai:library.usi.edu:270123$$pGLOBAL_SET 000270123 980__ $$aBIB 000270123 980__ $$aBOOK 000270123 994__ $$aE0$$bISE