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What video games have to teach us about learning and literacy

Auteur: James Paul Gee
Uitgever: New York : Palgrave Macmillan, 2003.
Editie/materiaalsoort:   Gedrukt boek : Engels : 1st edAlle edities en materiaalsoorten bekijken.
Samenvatting:
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 video 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  Meer lezen...
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Materiaalsoort: Internetbron
Soort document: Boek, Internetbron
Alle auteurs / bijdragers: James Paul Gee
ISBN: 1403961697 9781403961693 1403965382 9781403965387
OCLC-nummer: 50802598
Beschrijving: 225 pages ; 25 cm
Inhoud: 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 : duped or not? --
Appendix : 36 learning principles.
Verantwoordelijkheid: James Paul Gee.
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Samenvatting:

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 video games -  Meer lezen...

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"'...Gee suggests that...schools...are 'in the cognitive-science dark ages.' - Jeffery Kurz, Meriden-Wallingford Record-Journal; 'These games succeed because, according to Gee, they gradually present Meer lezen...

 
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Primary Entity<\/h3>\n
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<http:\/\/experiment.worldcat.org\/entity\/work\/data\/4920430085#Topic\/video_games_psychological_aspects<\/a>> # Video games--Psychological aspects<\/span>\n\u00A0\u00A0\u00A0\u00A0a \nschema:Intangible<\/a> ;\u00A0\u00A0\u00A0\nschema:name<\/a> \"Video games--Psychological aspects<\/span>\"@en<\/a> ;\u00A0\u00A0\u00A0\u00A0.\n\n\n<\/div>\n
<http:\/\/experiment.worldcat.org\/entity\/work\/data\/4920430085#Topic\/videospiel<\/a>> # Videospiel<\/span>\n\u00A0\u00A0\u00A0\u00A0a \nschema:Intangible<\/a> ;\u00A0\u00A0\u00A0\nschema:name<\/a> \"Videospiel<\/span>\"@en<\/a> ;\u00A0\u00A0\u00A0\u00A0.\n\n\n<\/div>\n
<http:\/\/experiment.worldcat.org\/entity\/work\/data\/4920430085#Topic\/visual_literacy<\/a>> # Visual literacy<\/span>\n\u00A0\u00A0\u00A0\u00A0a \nschema:Intangible<\/a> ;\u00A0\u00A0\u00A0\nschema:name<\/a> \"Visual literacy<\/span>\"@en<\/a> ;\u00A0\u00A0\u00A0\u00A0.\n\n\n<\/div>\n
<http:\/\/id.loc.gov\/authorities\/subjects\/sh2010117815<\/a>> # Video games--Psychological aspects<\/span>\n\u00A0\u00A0\u00A0\u00A0a \nschema:Intangible<\/a> ;\u00A0\u00A0\u00A0\nschema:name<\/a> \"Video games--Psychological aspects<\/span>\"@en<\/a> ;\u00A0\u00A0\u00A0\u00A0.\n\n\n<\/div>\n
<http:\/\/id.loc.gov\/vocabulary\/countries\/nyu<\/a>>\u00A0\u00A0\u00A0\u00A0a \nschema:Place<\/a> ;\u00A0\u00A0\u00A0\ndcterms:identifier<\/a> \"nyu<\/span>\" ;\u00A0\u00A0\u00A0\u00A0.\n\n\n<\/div>\n
<http:\/\/site.ebrary.com\/lib\/stanford\/Doc?id=10089175<\/a>>\u00A0\u00A0\u00A0\nrdfs:comment<\/a> \"Available to Stanford-affiliated users at<\/span>\" ;\u00A0\u00A0\u00A0\u00A0.\n\n\n<\/div>\n
<http:\/\/viaf.org\/viaf\/14830512<\/a>> # James Paul Gee<\/span>\n\u00A0\u00A0\u00A0\u00A0a \nschema:Person<\/a> ;\u00A0\u00A0\u00A0\nschema:familyName<\/a> \"Gee<\/span>\" ;\u00A0\u00A0\u00A0\nschema:givenName<\/a> \"James Paul<\/span>\" ;\u00A0\u00A0\u00A0\nschema:name<\/a> \"James Paul Gee<\/span>\" ;\u00A0\u00A0\u00A0\u00A0.\n\n\n<\/div>\n
<http:\/\/worldcat.org\/isbn\/9781403961693<\/a>>\u00A0\u00A0\u00A0\u00A0a \nschema:ProductModel<\/a> ;\u00A0\u00A0\u00A0\nschema:isbn<\/a> \"1403961697<\/span>\" ;\u00A0\u00A0\u00A0\nschema:isbn<\/a> \"9781403961693<\/span>\" ;\u00A0\u00A0\u00A0\u00A0.\n\n\n<\/div>\n
<http:\/\/worldcat.org\/isbn\/9781403965387<\/a>>\u00A0\u00A0\u00A0\u00A0a \nschema:ProductModel<\/a> ;\u00A0\u00A0\u00A0\nschema:isbn<\/a> \"1403965382<\/span>\" ;\u00A0\u00A0\u00A0\nschema:isbn<\/a> \"9781403965387<\/span>\" ;\u00A0\u00A0\u00A0\u00A0.\n\n\n<\/div>\n
<http:\/\/www.gbv.de\/dms\/ilmenau\/toc\/51152885Xgee.PDF<\/a>>\u00A0\u00A0\u00A0\nrdfs:comment<\/a> \"Kostenfrei<\/span>\" ;\u00A0\u00A0\u00A0\u00A0.\n\n\n<\/div>\n
<http:\/\/www.worldcat.org\/title\/-\/oclc\/50802598<\/a>>\u00A0\u00A0\u00A0\u00A0a \ngenont:InformationResource<\/a>, genont:ContentTypeGenericResource<\/a> ;\u00A0\u00A0\u00A0\nschema:about<\/a> <http:\/\/www.worldcat.org\/oclc\/50802598<\/a>> ; # What video games have to teach us about learning and literacy<\/span>\n\u00A0\u00A0\u00A0\nschema:dateModified<\/a> \"2020-08-03<\/span>\" ;\u00A0\u00A0\u00A0\nvoid:inDataset<\/a> <http:\/\/purl.oclc.org\/dataset\/WorldCat<\/a>> ;\u00A0\u00A0\u00A0\u00A0.\n\n\n<\/div>\n
<http:\/\/www.worldcat.org\/title\/-\/oclc\/50802598#PublicationEvent\/new_york_palgrave_macmillan_2003<\/a>>\u00A0\u00A0\u00A0\u00A0a \nschema:PublicationEvent<\/a> ;\u00A0\u00A0\u00A0\nschema:location<\/a> <http:\/\/dbpedia.org\/resource\/New_York_City<\/a>> ; # New York<\/span>\n\u00A0\u00A0\u00A0\nschema:organizer<\/a> <http:\/\/experiment.worldcat.org\/entity\/work\/data\/4920430085#Agent\/palgrave_macmillan<\/a>> ; # Palgrave Macmillan<\/span>\n\u00A0\u00A0\u00A0\nschema:startDate<\/a> \"2003<\/span>\" ;\u00A0\u00A0\u00A0\u00A0.\n\n\n<\/div>\n\n

Content-negotiable representations<\/p>\n