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MARC Record from marc_columbia

Record ID marc_columbia/Columbia-extract-20221130-031.mrc:161497193:3760
Source marc_columbia
Download Link /show-records/marc_columbia/Columbia-extract-20221130-031.mrc:161497193:3760?format=raw

LEADER: 03760cam a2200745 i 4500
001 15103042
005 20221119232824.0
006 m o d
007 cr cnu---unuuu
008 141122s2014 nyu ob 001 0 eng d
035 $a(OCoLC)ocn896794823
035 $a(NNC)15103042
040 $aEBLCP$beng$epn$cEBLCP$dN$T$dE7B$dOCLCF$dDEBSZ$dTYFRS$dOCLCQ$dMERUC$dCNCGM$dOCLCQ$dUAB$dAU@$dOCLCQ$dU3W$dOCLCQ$dVLB$dK6U$dOCLCO$dOCLCQ
019 $a958099303$a1058487640$a1086449883
020 $a9781317564560$q(electronic bk.)
020 $a1317564561$q(electronic bk.)
020 $a9781315735634
020 $a1315735636
020 $a9781317564546
020 $a1317564545
020 $a9781317564553
020 $a1317564553
020 $a9781138805941
020 $a1138805947
020 $a9781138805958
020 $a1138805955
035 $a(OCoLC)896794823$z(OCoLC)958099303$z(OCoLC)1058487640$z(OCoLC)1086449883
050 4 $aHQ784.M3$bG73 2014
072 7 $aPSY$x031000$2bisacsh
082 04 $a302.23083$223
084 $aPSY039000$2bisacsh
049 $aZCUA
100 1 $aGreenfield, Patricia Marks.
245 10 $aMind and Media :$bthe Effects of Television, Video Games, and Computers.
250 $aClassic edition.
260 $aNew York, NY :$bPsychology Press,$c2014.
300 $a1 online resource (161 pages)
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
490 1 $aPsychology Press Classic Editions
588 0 $aPrint version record.
504 $aIncludes bibliographical references and index.
505 0 $aCover; Half Title; Title Page; Copyright Page; Dedication; Table of Contents; Credits; Preface; Introduction to the Classic Edition of Mind and Media; 1 The Electronic Media; 2 Film and Television Literacy; 3 Television and Learning; 4 Television and Social Reality; 5 Using Television to Overcome Educational Disadvantage; 6 Comparing Print, Radio, and Television; 7 Video Games; 8 Computers; 9 Multimedia Education; Suggested Reading; Index.
520 $aPatricia M. Greenfield was one of the first psychologists to present new research on how various media can be used to promote social growth and thinking skills. In this now classic, she argues that each medium can make a contribution to development, that each has strengths and weaknesses, and that the ideal childhood environment includes a multimedia approach to learning. In the Introduction to the Classic Edition, Greenfield shows how the original edition set themes that have extended into contemporary research on media and child development, and includes an explanation of how the new media l.
650 0 $aMass media and children.
650 0 $aTelevision and children.
650 0 $aVideo games.
650 0 $aChild development.
650 2 $aVideo Games
650 2 $aChild Development
650 6 $aMédias et enfants.
650 6 $aTélévision et enfants.
650 6 $aJeux vidéo.
650 6 $aEnfants$xDéveloppement.
650 7 $avideo games.$2aat
650 7 $aPSYCHOLOGY$xSocial Psychology.$2bisacsh
650 7 $aChild development.$2fast$0(OCoLC)fst00854393
650 7 $aMass media and children.$2fast$0(OCoLC)fst01011332
650 7 $aTelevision and children.$2fast$0(OCoLC)fst01146676
650 7 $aVideo games.$2fast$0(OCoLC)fst01166421
776 08 $iPrint version:$aGreenfield, Patricia M.$tMind and Media : The Effects of Television, Video Games, and Computers.$dHoboken : Taylor and Francis, ©2014$z9781138805941
830 0 $aPsychology Press classic editions.
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio15103042$zTaylor & Francis eBooks
852 8 $blweb$hEBOOKS