Good video games + good learning: collected essays on video games, learning, and literacy
This book discusses a broad range of topics concerning video games, learning and literacy. These include the ways games can marry pleasure, learning and mastery through the sense of ownership, agency and control players enjoy when gaming, as well as controversial issues surrounding games. The book explores relationships between values, identity, content and learning, and focuses on how to understand and explain many young people's differential experiences of learning in gaming and schooling respectively.
What people are saying - Write a review
We haven't found any reviews in the usual places.
Pleasure and learning
Good and bad
12 other sections not shown
8-Claws Scorpion actions affinity space Age of Mythology allow players Alucard argued build Castlevania classrooms complex course deep learning domain educational effective engage example experience expertise feel fish tank Full Spectrum Warrior game design game play game world gamers games and learning Garrett goals human thinking identities interaction involve James Paul Gee knowledge learners learning principles learning systems literacy lots Metal Gear Solid models Morrowind move oviraptor Pikmin play the game portal practice professional real world real-time strategy games Rise of Nations RTS games sandbox scientist screen sense Shaffer simulations situated meanings skills smart tools social soldiers sorts specialist language specific talk technologies tests Tetris things thinking and learning Tony Hawk tutorial understanding values velociraptor video games virtual character virtual world WarCraft WarCraft III World ofWarCraft Yu-Gi-Oh