Selfe, C., & Hawisher, G. (2007). Gaming lives in the twenty-first century. N.Y., N.Y.: Palgrave Macmillan.
This book offers an addendum to the work of James Paul Gee, by helping develop a methodology to teach digital literacy through video games. It examines the claim that good computer games can affect positive learning outcomes. Their research examines how students relate to video games and develop critical thinking, problem solving, resolve identity, and shows how achieving mastery connects to an extension of personal confidence. This book compiles the findings of case-studies of all kids from varied demographic backgrounds to explain this phenomenon of a new digital literacy through gaming.
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