Record ID | marc_loc_updates/v37.i38.records.utf8:30385729:1620 |
Source | Library of Congress |
Download Link | /show-records/marc_loc_updates/v37.i38.records.utf8:30385729:1620?format=raw |
LEADER: 01620nam a22002778a 4500
001 2009038279
003 DLC
005 20090915101320.0
008 090915s2009 nyu b 001 0 eng
010 $a 2009038279
020 $a9780230623415
040 $aDLC$cDLC
050 00 $aLB1029.S53$bG44 2009
082 00 $a794.8082$222
100 1 $aGee, James Paul.
245 10 $aWomen and gaming :$bthe Sims and 21st century learning /$cJames Paul Gee Elisabeth R. Hayes.
260 $aNew York :$bPalgrave Macmillan,$c2009.
263 $a1006
300 $ap. cm.
504 $aIncludes bibliographical references and index.
505 0 $aIntroduction -- Video games and 21st century skills : why the sudden worldwide interest in video games and learning -- The nickel and dimed challenge : designing new forms of socially conscious play -- A young girl becomes a designer and goes global, succeeding at 21st century skills but not at school -- How passion grows : a retired shut in goes from making a purple potty to gaining millions of fans -- Passionate affinity groups : a new form of community that works to make people smarter -- A young girl and her vampire stories : how a teenager competes with a best selling author -- From the Sims to Second Life : a young woman transforms her real life -- What does it all mean : what women and the Sims have to teach us about what education and learning will look like in the 21st century.
650 0 $aSimulation games in education.
650 0 $aVideo games$xSocial aspects.
650 0 $aVideo games for women.
630 00 $aSims$vComputer games.
700 1 $aHayes, Elisabeth.