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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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樓主: ACORN
21#
發(fā)表于 2025-3-25 04:47:31 | 只看該作者
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.
22#
發(fā)表于 2025-3-25 11:20:46 | 只看該作者
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.
23#
發(fā)表于 2025-3-25 14:46:57 | 只看該作者
24#
發(fā)表于 2025-3-25 16:40:53 | 只看該作者
,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.
25#
發(fā)表于 2025-3-25 22:20:16 | 只看該作者
26#
發(fā)表于 2025-3-26 00:34:50 | 只看該作者
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.
27#
發(fā)表于 2025-3-26 05:49:47 | 只看該作者
28#
發(fā)表于 2025-3-26 12:09:14 | 只看該作者
29#
發(fā)表于 2025-3-26 12:41:51 | 只看該作者
30#
發(fā)表于 2025-3-26 18:51:24 | 只看該作者
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
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