by Cynthia L . Selfe (Editor), Gail E . Hawisher (Editor)
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.
Format: Paperback
Pages: 288
Publisher: Palgrave Macmillan
Published: 04 May 2007
ISBN 10: 1403972206
ISBN 13: 9781403972200