gaming lives in the twenty-first century,literate connections (en Inglés)

Hawisher, G. ; Gee, James Paul ; Selfe, C. · Palgrave MacMillan

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Reseña del libro

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.

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