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TFM - CULTURA, TECNOLOGÍA Y NUEVAS ALFABETIZACIONES: APRENDIZAJE MEDIADO INST. DIGITAL

Cod.22202987
BIBLIOGRAFÍA COMPLEMENTARIA

Comentarios y anexos:
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 Lacasa, P, Martínez, R, Méndez, L y Cortés, S. (2007). Classrooms as “living labs”: the role of digital games. The fifth Media in Transition conference, MIT5: Creativity, ownership and collaboration in digital age. April 27.29, 2007 at MIT
Livingstone, S. (2002a). Children's use of the internet: A review of the research literature. www.ncb.org.uk/resources/lit_review.pdf Access January 4, 2005 (March) .
Livingstone, S. (2002b). Young people and new media . London,  Thousand Oaks & New Delhi: Sage.
Méndez, l, Alonso, M y Lacasa P. (en prensa). Buscando nuevas formas de alfabetización: ocio, educación y videojuegos comerciales. En Gonzalez Clua, (Coor). Jogos eletrônicos: mapeando novas perspectivas.
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Mitchell, C., & Reid-Walsh, J. (2002 ). Researching children popular culture. The cultural spaces of childhood.  London & New York: Routledge.
Ryan, M.-L. (2001). Narrative As Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Baltimore, Maryland: The Johns Hopkins University.
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