Video games, contributors to Rhetoric/Composition/Play assume, can be not only productive to play, but can greatly enhance learningaspecifically reading, writing, and critical thinkingain 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.Princeton, NJ: Princeton University Press. Arneson, Dave aamp; Gygax, Gary. (1974). ... Educational Research Association, Chicago, IL. Retrieved from http://inkido. indiana.edu/aera_2007/rps_barab22-small .pdf Bartholomae, David. (1980).
|Title||:||Rhetoric/Composition/Play Through Video Games|
|Author||:||Richard Colby, Matthew S. S. Johnson, Rebekah Shultz Colby|
|Publisher||:||Palgrave Macmillan - 2013-03-20|