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標(biāo)題: Titlebook: Gaming Lives in the Twenty-First Century; Literate Connections Cynthia L. Selfe (Humanities Distinguished Profess Book 2007 Palgrave Macmil [打印本頁]

作者: ACORN    時間: 2025-3-21 16:25
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作者: 刺耳的聲音    時間: 2025-3-21 23:03

作者: FLOUR    時間: 2025-3-22 03:24
Gaming, Agency, and Imagination: Locating Gaming within a Larger Constellation of Literaciesment informs their understanding and practice of writing. Therefore, as Hawisher and Selfe (2004) argue, compositionists should examine what resources and literacies students in the information age are bringing to class.
作者: 花束    時間: 2025-3-22 07:05
Relationship Gaming and Identity: Stephanie and Joshg interests and practices useful in the construction of “environments for active learning” (pp. 54–55), spaces where students can share their experiences of gaming to develop insights that they might not reach on their own.
作者: 安撫    時間: 2025-3-22 09:25
Racing toward Representation: An Understanding of Racial Representation in Video Gameseo games. Ten years later when I turned back to video games with a vengeance in order to relieve some graduate school stress, I played mostly fantasy games done in Japanese anime style. I explained away the lack of racial diversity based on the games’ origins. Then one day I branched out and decided
作者: Immunotherapy    時間: 2025-3-22 15:20
Portrait of a Gray Gamer: A Macro-Self Reading the Big Picture appeared in 1973, actually a few years . the advent of personal computers, it was more interested in how the elderly could shore up existing cognitive skills than in how they acquire new literacies. The lion’s share of elderly/gaming articles over the next two decades continued to focus solely on t
作者: Immunotherapy    時間: 2025-3-22 20:00

作者: Hyperlipidemia    時間: 2025-3-22 23:23
https://doi.org/10.1007/978-3-642-96019-2d Fleming and Rickwood (2001) found that video games, among others, contributed to aggression and violence, scholars such as James Gee (2003), Cynthia Selfe (2004), and Durkin and Barber (2002) have looked at the complex ways in which video/computer games are embedded in certain principles of learni
作者: 背心    時間: 2025-3-23 02:20

作者: SHRIK    時間: 2025-3-23 08:38

作者: 條街道往前推    時間: 2025-3-23 12:09
https://doi.org/10.1007/978-3-642-91657-1g interests and practices useful in the construction of “environments for active learning” (pp. 54–55), spaces where students can share their experiences of gaming to develop insights that they might not reach on their own.
作者: Prognosis    時間: 2025-3-23 16:46

作者: superfluous    時間: 2025-3-23 18:49

作者: POWER    時間: 2025-3-23 22:58

作者: 世俗    時間: 2025-3-24 06:24

作者: 思想上升    時間: 2025-3-24 10:34

作者: 會犯錯誤    時間: 2025-3-24 13:59
Nieren und ableitende Harnwege,rst games . and . were also among the first computer games and led to the creation of Infocom, one of the most successful computer game companies of the 1980s. While IF games are no longer commercially viable, they are still being created, downloaded, and played by members of various Internet groups.
作者: 鬼魂    時間: 2025-3-24 15:18
Der Stoffaustausch durch die Capillarwand, to have meaning. This sense of embodied meaning is created not only by the player’s growing understanding of the game’s unfolding story lines, but also by the developing narrative of game play generated by her own dramatic engagement with the game itself.
作者: Congregate    時間: 2025-3-24 21:04
Anatomie und Physiologie für Pflegeberufeenting the majority of current college students, is famous. However, gaming still had an impact on how these case-study participants learned to be digitally literate in ways that can be informative for teachers of Generation Y and beyond.
作者: 硬化    時間: 2025-3-25 01:54

作者: expository    時間: 2025-3-25 04:47
Narrative, Action, and Learning: The Stories of Myst to have meaning. This sense of embodied meaning is created not only by the player’s growing understanding of the game’s unfolding story lines, but also by the developing narrative of game play generated by her own dramatic engagement with the game itself.
作者: 雕鏤    時間: 2025-3-25 11:20
Dungeons, Dragons, and Discretion: A Gateway to Gaming, Technology, and Literacyenting the majority of current college students, is famous. However, gaming still had an impact on how these case-study participants learned to be digitally literate in ways that can be informative for teachers of Generation Y and beyond.
作者: ingrate    時間: 2025-3-25 14:46

作者: Surgeon    時間: 2025-3-25 16:40
,Haut und Sinnesorgane (?sthesiologie),e examines Gee’s claim that good computer games can provide better literacy and learning environments than U.S. schools. Our aim throughout the book is to tell the stories of individual gamers—using their own words and observations—and to offer historical and cultural analyses of their literacy development, practices, and values.
作者: 暗諷    時間: 2025-3-25 22:20

作者: Kidnap    時間: 2025-3-26 00:34
https://doi.org/10.1007/978-3-662-30041-1of standardized assessment exams. The classes were small, and it was not uncommon to share a classroom with students from all four grade levels. I graduated from Eagle Hill in 1997, along with 24 other students.
作者: 五行打油詩    時間: 2025-3-26 05:49

作者: 屈尊    時間: 2025-3-26 12:09

作者: Kinetic    時間: 2025-3-26 12:41

作者: 樹膠    時間: 2025-3-26 18:51
Transcultural Literacies of Gaming States (Frauenfelder, 2001; “Video games,” 2004), causing concerns that games may be taking over the television audience. Reporting on a recent study, CNN (“Is TV losing out,” 2004) speculated that “increased video game play could be among the many factors leading to the decline in TV viewership by
作者: 服從    時間: 2025-3-27 00:22
Lost (and Found) in Translation: Game Localization, Cultural Models, and Critical Literacypposed to the idea that reading and writing are cognitive skills that exist independent of context, literacy as a social practice (Street, 1984) is predicated upon the notion that meaning is always situated—“l(fā)ocal, grounded in actual practices and experiences” (Gee, 1996, p. 41). In such local conte
作者: WAX    時間: 2025-3-27 01:29

作者: 倔強一點    時間: 2025-3-27 05:30

作者: 得意人    時間: 2025-3-27 10:29

作者: 約會    時間: 2025-3-27 16:12

作者: 魯莽    時間: 2025-3-27 19:53

作者: 檢查    時間: 2025-3-27 23:21

作者: 紋章    時間: 2025-3-28 05:19
Taking Flight: Learning Differences Meet Gaming Literaciests with learning differences (LD)—then called learning disabilities. This school was my home for four years. The curriculum at Eagle Hill included developmental reading, writing, math, geography, government, and rudimentary sciences, and students were placed in classes based on results of a battery
作者: 水槽    時間: 2025-3-28 06:17
Racing toward Representation: An Understanding of Racial Representation in Video Gameshing called . on this machine. I started the program and was delighted to see that this was an honest-to-goodness computer game. Back then my little knight was neither black nor white … he just .. This was nothing new to me. For years I had been playing . football, and baseball on video-game console
作者: 小卷發(fā)    時間: 2025-3-28 13:14
Portrait of a Gray Gamer: A Macro-Self Reading the Big Picturere are few articles on elderly gamers and not one of these specifically addresses digital literacy. Partially, this void is due to the historically limited usage of the term, “l(fā)iteracy.” Only recently has this usage begun to be replaced in professional conversations by the concept of multiple litera
作者: Cocker    時間: 2025-3-28 16:25

作者: Libido    時間: 2025-3-28 18:58

作者: 惰性氣體    時間: 2025-3-29 02:49

作者: 感染    時間: 2025-3-29 03:06
,Haut und Sinnesorgane (?sthesiologie),uter gamers in the United States at the beginning of the twenty-first century. Building on the popularity of James Paul Gee’s book . (2003), the volume examines Gee’s claim that good computer games can provide better literacy and learning environments than U.S. schools. Our aim throughout the book i
作者: Pseudoephedrine    時間: 2025-3-29 10:18
https://doi.org/10.1007/978-3-642-96019-2 States (Frauenfelder, 2001; “Video games,” 2004), causing concerns that games may be taking over the television audience. Reporting on a recent study, CNN (“Is TV losing out,” 2004) speculated that “increased video game play could be among the many factors leading to the decline in TV viewership by
作者: Expurgate    時間: 2025-3-29 15:08
H. J. Arndt,C. Benda,Rudolf Jaffépposed to the idea that reading and writing are cognitive skills that exist independent of context, literacy as a social practice (Street, 1984) is predicated upon the notion that meaning is always situated—“l(fā)ocal, grounded in actual practices and experiences” (Gee, 1996, p. 41). In such local conte
作者: anus928    時間: 2025-3-29 17:19

作者: etidronate    時間: 2025-3-29 22:57

作者: notice    時間: 2025-3-30 02:54

作者: 壓倒    時間: 2025-3-30 04:46

作者: 昏迷狀態(tài)    時間: 2025-3-30 10:19
Anatomie und Physiologie für Pflegeberufe? During the preliminary interviews we conducted in the spring of 2004, we discovered trends that suggested a connection between gaming, digital, and print literacies in two members of Generation X, the generation born in the United States and Canada from the early 1960s through the late 1970s. Thes
作者: Dungeon    時間: 2025-3-30 12:26

作者: 類型    時間: 2025-3-30 17:28

作者: archenemy    時間: 2025-3-31 00:18





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