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|a Gee, James Paul
|
| 245 |
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|a What video games have to teach us about learning and literacy /
|c James Paul Gee.
|
| 260 |
|
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|a New York :
|b Palgrave Macmillan,
|c 2007.
|
| 300 |
|
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|a 249 páginas :
|b ilustraciones ;
|c 24 cm.
|
| 500 |
|
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|a Incluye apéndice
|
| 505 |
0 |
|
|a Introduction : 36 ways to learn a video game -- Semiotic domains : is playing video games a "waste of time"? -- Learning and identity : what does it mean to be a half-elf? -- Situated meaning and learning : what should you do after you have destroyed the global conspiracy? -- Telling and doing : why doesn't Lara Croft obey Professor Von Croy? -- Cultural models : do you want to be the blue sonic or the dark sonic? -- The social mind : how do you get your corpse back after you've died? -- Conclusion.
|
| 650 |
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|a Juegos electrónicos
|2 Armarc
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|a Juegos por Internet
|2 Armarc
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