Gaming Lives in the Twenty-First Century

Gaming Lives in the Twenty-First Century

Literate Connections

Herausgegeben: Hawisher, G.; Selfe, C.;Mitarbeit: Loparo, Kenneth A.
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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.