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...

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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

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