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Titlebook: Kinship, Love, and Life Cycle in Contemporary Havana, Cuba; To Not Die Alone Heidi Härkönen Book 2016 The Editor(s) (if applicable) and The

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Heidi Härkönenre are few articles on elderly gamers and not one of these specifically addresses digital literacy. Partially, this void is due to the historically limited usage of the term, “literacy.” Only recently has this usage begun to be replaced in professional conversations by the concept of multiple litera
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Heidi Härkönenodalities (e.g., oral or written language, images, equations, symbols, sounds, gestures, graphs, artifacts, etc.) to communicate distinctive types of meaning” (p. 18). By thinking about video games as a semiotic domain, Gee (2003) focuses our attention on a practice that is of increasing importance
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Heidi Härkönen States (Frauenfelder, 2001; “Video games,” 2004), causing concerns that games may be taking over the television audience. Reporting on a recent study, CNN (“Is TV losing out,” 2004) speculated that “increased video game play could be among the many factors leading to the decline in TV viewership by
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Heidi Härkönenof S&G and includes archives of pioneers’ work and perspectiThis book focuses on relatively neglected areas of simulation and gaming (S&G), i.e., cultural aspects and ethical issues, in addition to giving readers a basic knowledge of S&G. Although the educational effects of S&G, and related methods
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d games, card games, role-playing games, and wargames. They are also known as nonelectronic games and unplugged games. Although the survey included questions about digital games in Japan so as to compare them to tabletop games, they are not discussed in detail. In recent years, the market for tablet
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d Fleming and Rickwood (2001) found that video games, among others, contributed to aggression and violence, scholars such as James Gee (2003), Cynthia Selfe (2004), and Durkin and Barber (2002) have looked at the complex ways in which video/computer games are embedded in certain principles of learni
发表于 2025-3-25 00:29:19 | 显示全部楼层
Heidi Härkönenight when he argues that good video games “operate with—that is, they build into their designs and encourage—good principles of learning, principles that are better than those in many of our skill-and-drill, back-to-basics, test-them-until-they-drop schools” (p. 205) (which is not to say that all vi
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