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What Video Games Have to Teach Us About Learning and Literacy James Paul Gee

What Video Games Have to Teach Us About Learning and Literacy By James Paul Gee

What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee


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Summary

A controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new book with: I want to talk about video games - yes, even violent video games - and say some positive things about them.

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What Video Games Have to Teach Us About Learning and Literacy Summary

What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee

A controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new book with 'I want to talk about vide games yes, even violent video games and say some positive things about them'. With this simple but explosive beginning, one of America's most well respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high powered rifle. Talking about his own video gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity How one grasps meaning How one evaluates and follows a command How one picks a role model How one perceives the world This is a ground breaking book that takes up a new electronic method of education and shows the positive upside it has for learning.

What Video Games Have to Teach Us About Learning and Literacy Reviews

'...Gee suggests that...schools...are 'in the cognitive-science dark ages.' - Jeffery Kurz, Meriden-Wallingford Record-Journal; 'These games succeed because, according to Gee, they gradually present information that is actually needed to perform deeds.' - Norman A. Lockman, USA Today; 'Gee astutely points out that for video game makers, unlike schools, failing to engage children is not an option.' - Terrence Hackett, Chicago Tribune; 'Gee...says the most challenging games prod players to push the boundaries of their skills and to adapt...' - Shannon Mullen, Asbury Park Press; '...'good' computer games...use critical learning principles to quickly teach kids to play extremely complex virtual reality games.' - Norman Lockman, Jackson Clarion-Ledger; '...an astoundingly insightful manifesto on teaching and learning...' - Michael Hoechsmann, McGill Journal of Education; 'Rather than be reined in, today's successful game designers should be recognized as modern masters of learning theory...' - Mike Snider, Cincinnati Enquirer; 'Am I a bad parent for letting [my child] play video games at 4? Not at all, according to Gee.' - Jim Louderback, USA Weekend Magazine; '[Gee is] a serious scholar who is taking a lead in an emerging field.' - Scott Carlson, Chronicle of Higher Education; '[Gee is] one of the worlds leading educational experts.' - The Observer

About James Paul Gee

James Paul Gee is one of the most well-known professors of education in the United States. He teaches at the University of Wisconsin, Madison and is the author of several books.

Table of Contents

Introduction: 36 Ways to Learn a Video Game; Semiotic Domains: Is Playing Video Games a 'Waste of Time'? Learning and Identity: What Does It Mean to Be a Half-Elf? Situated Meaning and Learning: What Should You Do after You Have Destroyed the Global Conspiracy? Telling and Doing: Why Doesn't Lara Croft Obey Prof. Von Croy? Cultural Models: Do You Want to be the Blue Sonic or the Dark Sonic? The Social Mind: How Do You Get Your Corpse Back after You've Died? Conclusion: Duped or Not? Appendix: The 36 Learning Principles

Additional information

CIN1403965382G
9781403965387
1403965382
What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee
Used - Good
Paperback
Palgrave USA
20040507
256
N/A
Book picture is for illustrative purposes only, actual binding, cover or edition may vary.
This is a used book - there is no escaping the fact it has been read by someone else and it will show signs of wear and previous use. Overall we expect it to be in good condition, but if you are not entirely satisfied please get in touch with us

Customer Reviews - What Video Games Have to Teach Us About Learning and Literacy