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Titlebook: Gaming Lives in the Twenty-First Century; Literate Connections Cynthia L. Selfe (Humanities Distinguished Profess Book 2007 Palgrave Macmil

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書目名稱Gaming Lives in the Twenty-First Century
副標題Literate Connections
編輯Cynthia L. Selfe (Humanities Distinguished Profess
視頻videohttp://file.papertrans.cn/381/380592/380592.mp4
圖書封面Titlebook: Gaming Lives in the Twenty-First Century; Literate Connections Cynthia L. Selfe (Humanities Distinguished Profess Book 2007 Palgrave Macmil
描述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.
出版日期Book 2007
關(guān)鍵詞Computer; environment; Gaming; gender; Generation; identity; learning; Nation; technology; time; video
版次1
doihttps://doi.org/10.1057/9780230601765
isbn_softcover978-1-4039-7220-0
isbn_ebook978-0-230-60176-5
copyrightPalgrave Macmillan, a division of Nature America Inc. 2007
The information of publication is updating

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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.
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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.
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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
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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
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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
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