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http://worldcat.org/entity/work/id/1007825932

Gaming Lives in the Twenty-First Century

Explores the relationship between computer gaming environments and literacy development by focusing on the stories of computer gamers in the United States. Using the words and observations of individual gamers, this book offers historical and cultural analyses of literacy development, practices, and values.

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http://schema.org/description

  • "Explores the relationship between computer gaming environments and literacy development by focusing on the stories of computer gamers in the United States. Using the words and observations of individual gamers, this book offers historical and cultural analyses of literacy development, practices, and values."@en
  • "Gaming lives explores the complexly rendered relationship between computer gaming environments and literacy development by focusing on in-depth case studies of computer gamers in the United States at the beginning of the twenty-first century. This volume examines the claim that computer games can provide better literacy and learning environments than U.S. schools. Using the words and observations of individual gamers, this book offers historical and cultural analyses of their literacy development, practices, and values."
  • "Gaming lives explores the complexly rendered relationship between computer gaming environments and literacy development by focusing on indepth case studies of computer gamers in the United States at the beginning of the twentyfirst century. This volume examines the claim that computer games can provide better literacy and learning environments than U.S. schools. Using the words and observations of individual gamers, this book offers historical and cultural analyses of their literacy development, practices, and values"
  • "Gaming Lives explores the complexly rendered relationship between computer gaming environments and literacy development by focusing on in-depth case studies of computer gamers in the United States at the beginning of the twenty-first century. This volume examines the claim that computer games can provide better literacy and learning environments than U.S. schools. Using the words and observations of individual gamers, this book offers historical and cultural analyses of their literacy development, practices, and values."@en

http://schema.org/genre

  • "Electronic books"@en
  • "Livres électroniques"
  • "Aufsatzsammlung"

http://schema.org/name

  • "Gaming Lives in the Twenty-First Century"@en
  • "Gaming lives in the twenty-first century : literate connections"
  • "Gaming lives in the twenty-first century"
  • "Gaming lives in the twenty-first century literate connections"
  • "Gaming lives in the twenty-first century literate connections"@en