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Synopsis: 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.
About the Author:
CYNTHIA L. SELFE is Humanities Distinguished Professor in the English Department at The Ohio State University, USA.
GAIL E. HAWISHER is University Distinguished Teacher/Scholar and Founding Director of the Center for Writing Studies at the University of Illinois, Urbana-Champaign, USA.
JAMES PAUL GEE has written the Foreword to this book. He is one of the most well-known professors of education in the United States. He teaches at the University of Wisconsin, Madison and is the author of several books, including What Video Games Have To Teach Us About Learning and Literacy (Palgrave Macmillan, 2004).
Title: Gaming Lives in the Twenty-First Century: ...
Publisher: Palgrave Macmillan
Publication Date: 2007
Book Condition: Good
Book Description Palgrave Macmillan, 2007. Book Condition: Good. 1st Edition. Former Library book. Shows some signs of wear, and may have some markings on the inside. Bookseller Inventory # GRP11586517
Book Description Palgrave Macmillan, 2007. Book Condition: Very Good. 1st Edition. Former Library book. Great condition for a used book! Minimal wear. Bookseller Inventory # GRP68790960
Book Description Palgrave Macmillan. Paperback. Book Condition: VERY GOOD. Cover and pages show some wear from reading and storage. May have creases on the cover and binding caused from handling and reading. Some pages may contain writing and or highlighting. Bookseller Inventory # 2788095901
Book Description Palgrave Macmillan. Paperback. Book Condition: VERY GOOD. little to no wear, pages are clean. The cover and binding are crisp with next no creases. Bookseller Inventory # 2801627853
Book Description Palgrave Macmillan. Paperback. Book Condition: Good. Book has a small amount of wear visible on the binding, cover, pages. Bookseller Inventory # G1403972206I3N00
Book Description Palgrave Macmillan. Book Condition: Acceptable. 9780399142789 A book with obvious wear. May have some damage to the cover or binding but integrity is still intact. There might be writing in the margins, possibly underlining and highlighting of text, but no missing pages or anything that would compromise the legibility or understanding of the text. Bookseller Inventory # 28-A-001388
Book Description Book Condition: VeryGood. Ships Within 24 Hours M-F- Satisfaction Guaranteed! Has a publisher overstock mark. Item shows minor use. Cover and Binding have minimal wear / creases, and the pages are in good shape. Bookseller Inventory # 39BAPP003FLL
Book Description Palgrave Macmillan, 2007. Paperback. Book Condition: Fine. Bookseller Inventory # mon0001222940
Book Description Palgrave Macmillan. PAPERBACK. Book Condition: Very Good. 1403972206 Crisp, clean, unread paperback with light shelfwear to the covers and a publisher's mark to one edge - Nice!. Bookseller Inventory # Z1403972206Z2
Book Description Palgrave Macmillan. PAPERBACK. Book Condition: Very Good. 1403972206 1st Printing, 2007. Signed by previous owner. 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. ~Very Good. No DJ, as issued. Trade Paperback. Light shelf wear to covers/corners; clean text/tight binding; satisfaction guaranteed. Bookseller Inventory # SKU1007004