Gaming lives in the twenty-first century literate connections
This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of th...
Otros Autores: | , |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
New York :
Palgrave
2007.
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Edición: | 1st ed. 2007. |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009798080706719 |
Sumario: | This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values. |
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Notas: | Bibliographic Level Mode of Issuance: Monograph |
Descripción Física: | 1 online resource (XIII, 273 p.) |
Bibliografía: | Includes bibliographical references and index. |
ISBN: | 9781281361264 9786611361266 9780230601765 |