6 Matching Annotations
  1. Feb 2024
    1. Games, of course, reflect the culture we live in—a culture wecan change.

      The authors connects through playing video games there's a distinct connection where it can be reflected and be change.

    2. If a game has poorlearning principles built into its design, then it won’t get learned or playedand won’t sell well.

      The cost of poor principles being implicated in a video game which the author was referring to earlier.

    3. ocialpractices and social groups are always changing, some slowly, some at a fasterpace (and the pace of change, for many social practices and groups, gets fasterand faster in our contemporary high-tech global world).

      The constant change in social practices through participation with others in various groups.

    4. we can all read and think in differ-ent ways when we read and think as members (or as if we are members) of dif-ferent groups.

      Everyone reads a text differently showing how an individual can think one way and another person would think another.

    5. Different people can read the world differently just as they can readdifferent types of texts differently.

      Differentiation between people reading the world and reading types of texts.

    6. “mental” achievements, namely literacy and thinking, are, inreality, also and primarily social achievements

      The argument of "Mental" and "Social" achievements.