| 000 | 03483nam a2200445 i 4500 | ||
|---|---|---|---|
| 001 | BRILL9789462096684 | ||
| 003 | nllekb | ||
| 005 | 20260610105140.0 | ||
| 007 | cr un uuuua | ||
| 008 | 191130s2014 ne sb 001 0 eng d | ||
| 020 |
_a9789462096684 _q(electronic book) |
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| 020 |
_z9789462096677 _q(print) |
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| 024 | 7 |
_a10.1007/978-94-6209-668-4 _2DOI |
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| 035 | _a(OCoLC)892162202 | ||
| 040 |
_aNL-LeKB _cNL-LeKB _erda |
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| 050 | 4 | _aLB1029.G3 | |
| 072 | 7 |
_aJN _2bicssc |
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| 072 | 7 |
_aEDU _x000000 _2bisacsh |
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| 082 | 0 | 4 |
_a371.33/7 _223 |
| 245 | 0 | 0 |
_aBridging Literacies with Videogames / _cEdited by Hannah R. Gerber; Sandra Schamroth Abrams. |
| 264 | 1 |
_aLeiden; _aBoston : _bBrill | Sense, _c2014. |
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| 300 | _a1 online resource | ||
| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _2rdacarrier |
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| 490 | 1 |
_aGaming Ecologies and Pedagogies Series ; _v1 |
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| 490 | 1 | _aEducational Research E-Books Online, Collection 2005-2017, ISBN: 9789004394001 | |
| 505 | 0 | 0 |
_aPreliminary Material / _rHannah R. Gerber and Sandra Schamroth Abrams -- Bridging Literacies / _rSandra Schamroth Abrams and Hannah R. Gerber -- Exploring Imaginary Maps / _rTrent Hergenrader -- Students’ Transmedia Storytelling / _rRyan M. Rish -- Reader, Writer, Gamer / _rJen Scott Curwood -- Teaching with Club Penguin / _rAnne Burke -- Massively Multiplayer Online Gaming and English Language Learning / _rJason Yj Lee and Charlotte Pass -- Language Games / _rJavier Corredor and Matthew Gaydos -- The Transformative Power of Gaming Literacy / _rZhuo Li , Chu-Chuan Chiu and Maria R. Coady -- Reviewing the Content of Videogame Lesson Plans Available to Teachers / _rMary Rice -- Collaborative Videogame and Curriculum Design for Language and Literacy Learning / _rLan Ngo , Nora A. Peterman and Susan Goldstein -- Writing in Virtual Worlds: Scratch Programming as Multimodal Composing Practice in the Language Arts Classroom / _rJulie Warner -- Index / _rHannah R. Gerber and Sandra Schamroth Abrams. |
| 520 | _aBridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame. | ||
| 588 | _aDescription based on print version record. | ||
| 650 | 0 |
_aEducational games _xStudy and teaching. |
|
| 650 | 0 |
_aVideo games _xStudy and teaching. |
|
| 700 | 1 |
_aGerber, Hannah R., _eeditor. |
|
| 700 | 1 |
_aAbrams, Sandra Schamroth, _eeditor. |
|
| 776 | 0 | 8 |
_iPrint version: _tBridging Literacies with Videogames, _dLeiden Boston : Brill | Sense, 2014 _w9789462096677 |
| 830 | 0 |
_aGaming Ecologies and Pedagogies Series ; _v1. |
|
| 830 | 0 | _aEducational Research E-Books Online, Collection 2005-2017, ISBN: 9789004394001. | |
| 856 | 4 |
_zDOI: _uhttp://dx.doi.org/10.1007/978-94-6209-668-4 |
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| 999 |
_c25488 _d25488 |
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