What video games have to teach us about learning and literacy -Chapter 1

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Across
  1. 3. A term describing the nature of many video games that makes them rewarding to play.
  2. 6. Person assumes a specific role or perspective to engage in reading and thinking in a particular way.
  3. 7. The type of cognition that argues thinking as tied to the body that has experiences in the world
Down
  1. 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. 2. A feeling the author associates with confronting a new way of learning
  3. 3. A view emphasizing how humans are powerful pattern-recognizers, thinking best through experiences rather than abstract logic.
  4. 4. This type of influence—stemming from groups and practices—shapes how individuals read, think, and learn
  5. 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