What Video Games Have to Teach US About Learning and Literacy. Second Edition by James Paul Gee

What Video Games Have to Teach US About Learning and Literacy. Second Edition

Revised and Updated Edition

James Paul Gee

St. Martin's Press · Print & ebook · December 26, 2007

What Video Games Have to Teach US About Learning and Literacy.

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Who it’s for
A serious, curious look at what playing video games can teach about learning and literacy.
Themes
Video games and learning, Cognitive development, Identity and meaning
Genres
EdTech, Educational Psychology, Games

About this book

James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games.

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In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

Games as Learning

A serious, curious look at what playing video games can teach about learning and literacy.

Come here for

  • Video games considered through learning, literacy, and cognitive development
  • Questions of identity, meaning, and how we follow commands

Expect

  • An educator’s positive case for taking games seriously
  • Revised discussion of World of Warcraft and Half-Life 2

Where it sits

Games54%
EdTech41%
Educational Psychology30%

Percentages are BookFrontier’s reading of the book.

Publisher categories

  • Human-Computer Interaction
  • Education Policy
  • EdTech
Authors
James Paul Gee
Publisher
St. Martin's Press
Published
December 26, 2007
Format
Print & ebook
Theme
Video games and learning · Cognitive development · Identity and meaning
Reading lane
Human-Computer Interaction