
What Video Games Have to Teach US About Learning and Literacy. Second Edition
Revised and Updated Edition
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
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Start with three books, and this one can be the first.
Members get a new edition every morning: a route out from their books to essays, research and talks, with the reason for each.
Start with this bookAbout 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.
Continue reading
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
| Games | 54% |
|---|---|
| EdTech | 41% |
| Educational Psychology | 30% |
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