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Rhetoric/ composition/play through v...
~
Alberti, John.
Rhetoric/ composition/play through video games[electronic resource] :reshaping theory and practice of writing /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
杜威分類號:
808/.042071
書名/作者:
Rhetoric/ composition/play through video games : reshaping theory and practice of writing // edited by Richard Colby, Matthew S.S. Johnson, and Rebekah Shultz Colby.
其他作者:
Colby, Richard.
出版者:
New York : : Palgrave Macmillan,, 2013.
面頁冊數:
1 online resource.
標題:
English language - Composition and exercises.
標題:
Education - Effect of technological innovations on.
標題:
Video games and children.
ISBN:
9781137307675 (electronic bk.)
ISBN:
1137307676 (electronic bk.)
內容註:
The game of Facebook and the end(s) of writing pedagogy / John Alberti, Northern Kentucky University -- The pencil-shaped joystick: a synoptic history of text in digital games / Nate Garrelts, Ferris State University -- Who are you here?: the avatar and the other in video game avatars / Katherine Warren, Western Illinois University -- Developing and extending gaming pedagogy: designing a course as game / Justin Hodgson, University of Texas at Austin -- On second thought ... / Mark Mullen, George Washington University -- Ludic snags / Matthew S. S. Johnson, Southern Illinois University Edwardsville, Richard Colby, University of Denver -- Metaphor, writer's block, and the Legend of Zelda: a link to the writing process / Benjamin Miller, CUNY -- Drag and drop: teaching our students things we don't already know / Danielle LaVaque-Manty, University of Michigan -- Gender and gaming in a first-year writing class / Rebekah Shultz Colby, University of Denver -- Exploitationware / Ian Bogost, The Georgia Institute of Technology -- Techne as play: three interstices / James Schirmer, University of Michigan (Flint) -- What happens in Goldshire stays in Goldshire: rhetorics of queer sexualities, roleplaying, and fandom in World of Warcraft / Lee Sherlock, Michigan State University -- Grammar interventions in gaming forums: intersections of academic and non-academic standards / Larry Beason, University of South Alabama -- Mr. Moo's first RPG: rules, discussion and the Instructional implications of collective intelligence on the Open Web / Trevor Owens, George Mason University -- Afterword / Debra Journet, University of Louisville.
摘要、提要註:
Video games, contributors to "Rhetoric/Composition/Play" assume, can be not only productive to play, but can greatly enhance learning - specifically reading, writing, and critical thinking - in myriad ways. The collection explores games as rhetorical objects, as texts equally as sophisticated as their media counterparts (films and books), and as foundations on which a classroom curriculum can be built. Scholars in this volume investigate video games' theoretical and applied dimensions, offering innovative ways to enhance composition-rhetoric scholarship and teaching through the study of games, gamers, and gaming culture.
電子資源:
An electronic book accessible through the World Wide Web; click for information
Rhetoric/ composition/play through video games[electronic resource] :reshaping theory and practice of writing /
Rhetoric/ composition/play through video games
reshaping theory and practice of writing /[electronic resource] :edited by Richard Colby, Matthew S.S. Johnson, and Rebekah Shultz Colby. - New York :Palgrave Macmillan,2013. - 1 online resource. - Digital education and learning. - Palgrave Macmillan's digital education and learning series..
The game of Facebook and the end(s) of writing pedagogy / John Alberti, Northern Kentucky University -- The pencil-shaped joystick: a synoptic history of text in digital games / Nate Garrelts, Ferris State University -- Who are you here?: the avatar and the other in video game avatars / Katherine Warren, Western Illinois University -- Developing and extending gaming pedagogy: designing a course as game / Justin Hodgson, University of Texas at Austin -- On second thought ... / Mark Mullen, George Washington University -- Ludic snags / Matthew S. S. Johnson, Southern Illinois University Edwardsville, Richard Colby, University of Denver -- Metaphor, writer's block, and the Legend of Zelda: a link to the writing process / Benjamin Miller, CUNY -- Drag and drop: teaching our students things we don't already know / Danielle LaVaque-Manty, University of Michigan -- Gender and gaming in a first-year writing class / Rebekah Shultz Colby, University of Denver -- Exploitationware / Ian Bogost, The Georgia Institute of Technology -- Techne as play: three interstices / James Schirmer, University of Michigan (Flint) -- What happens in Goldshire stays in Goldshire: rhetorics of queer sexualities, roleplaying, and fandom in World of Warcraft / Lee Sherlock, Michigan State University -- Grammar interventions in gaming forums: intersections of academic and non-academic standards / Larry Beason, University of South Alabama -- Mr. Moo's first RPG: rules, discussion and the Instructional implications of collective intelligence on the Open Web / Trevor Owens, George Mason University -- Afterword / Debra Journet, University of Louisville.
Video games, contributors to "Rhetoric/Composition/Play" assume, can be not only productive to play, but can greatly enhance learning - specifically reading, writing, and critical thinking - in myriad ways. The collection explores games as rhetorical objects, as texts equally as sophisticated as their media counterparts (films and books), and as foundations on which a classroom curriculum can be built. Scholars in this volume investigate video games' theoretical and applied dimensions, offering innovative ways to enhance composition-rhetoric scholarship and teaching through the study of games, gamers, and gaming culture.
ISBN: 9781137307675 (electronic bk.)
Source: 639612Palgrave Macmillanhttp://www.palgraveconnect.comSubjects--Topical Terms:
510453
English language
--Composition and exercises.Index Terms--Genre/Form:
336502
Electronic books.
LC Class. No.: LB1631 / .R48 2013
Dewey Class. No.: 808/.042071
Rhetoric/ composition/play through video games[electronic resource] :reshaping theory and practice of writing /
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The game of Facebook and the end(s) of writing pedagogy / John Alberti, Northern Kentucky University -- The pencil-shaped joystick: a synoptic history of text in digital games / Nate Garrelts, Ferris State University -- Who are you here?: the avatar and the other in video game avatars / Katherine Warren, Western Illinois University -- Developing and extending gaming pedagogy: designing a course as game / Justin Hodgson, University of Texas at Austin -- On second thought ... / Mark Mullen, George Washington University -- Ludic snags / Matthew S. S. Johnson, Southern Illinois University Edwardsville, Richard Colby, University of Denver -- Metaphor, writer's block, and the Legend of Zelda: a link to the writing process / Benjamin Miller, CUNY -- Drag and drop: teaching our students things we don't already know / Danielle LaVaque-Manty, University of Michigan -- Gender and gaming in a first-year writing class / Rebekah Shultz Colby, University of Denver -- Exploitationware / Ian Bogost, The Georgia Institute of Technology -- Techne as play: three interstices / James Schirmer, University of Michigan (Flint) -- What happens in Goldshire stays in Goldshire: rhetorics of queer sexualities, roleplaying, and fandom in World of Warcraft / Lee Sherlock, Michigan State University -- Grammar interventions in gaming forums: intersections of academic and non-academic standards / Larry Beason, University of South Alabama -- Mr. Moo's first RPG: rules, discussion and the Instructional implications of collective intelligence on the Open Web / Trevor Owens, George Mason University -- Afterword / Debra Journet, University of Louisville.
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Video games, contributors to "Rhetoric/Composition/Play" assume, can be not only productive to play, but can greatly enhance learning - specifically reading, writing, and critical thinking - in myriad ways. The collection explores games as rhetorical objects, as texts equally as sophisticated as their media counterparts (films and books), and as foundations on which a classroom curriculum can be built. Scholars in this volume investigate video games' theoretical and applied dimensions, offering innovative ways to enhance composition-rhetoric scholarship and teaching through the study of games, gamers, and gaming culture.
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