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...

Descripción completa

Detalles Bibliográficos
Otros Autores: Selfe, Cynthia L., 1951- (-), Hawisher, Gail E.
Formato: Libro electrónico
Idioma:Inglés
Publicado: New York : Palgrave 2007.
Edición:1st ed. 2007.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009798080706719
Descripción
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.
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