TY - BOOK AU - Gee,James Paul TI - What video games have to teach us about learning and literacy SN - 9781403984531 (pbk.) U1 - 794.8019 PY - 2007/// CY - New York PB - Palgrave Macmillan KW - Video games KW - Psychological aspects KW - Computer games KW - Learning, Psychology of KW - Visual literacy KW - Video games and children KW - Videojuegos KW - Enseñanza KW - Aspectos psicológicos KW - Juegos con computador KW - Beeldcommunicatie KW - gtt KW - Kinderen KW - Juegos de computadora KW - Aspectos psicolâogicos N1 - "December 2007"--T.p. verso; Includes bibliographical references (p. [229]-239) and index; 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 -- Appendix : The 36 learning principles ER -