Across
- 3. A term describing the nature of many video games that makes them rewarding to play.
- 6. Person assumes a specific role or perspective to engage in reading and thinking in a particular way.
- 7. The type of cognition that argues thinking as tied to the body that has experiences in the world
Down
- 1. Gee book discusses these as foundation of learning, which are embedded in the designing of video games and can be applied to education to enhance learning
- 2. A feeling the author associates with confronting a new way of learning
- 3. A view emphasizing how humans are powerful pattern-recognizers, thinking best through experiences rather than abstract logic.
- 4. This type of influence—stemming from groups and practices—shapes how individuals read, think, and learn
- 5. Gee's book on Social Linguistics and Literacy argues that a person never reads or thinks in this way, paralleling the idea with learning
