Gaming Lives in the Twenty-First Century: Literate Connections

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.

$62.19

By: G. Hawisher, C. Selfe
Learning styles: read write
Pages: 273
Format: Paperback

OVERVIEW

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.

Resource type

  • curriculum

Standards

  • ELA standards

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