What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition

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Macmillan, Dec 26, 2007 - Computers - 249 pages
21 Reviews
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. In this revised edition, 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.
  

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Review: What Video Games Have to Teach Us about Learning and Literacy

User Review  - Jeff Stern - Goodreads

Read in preparation for grad school in the fall. Really well-composed and compelling theories about learning that have roots in education, psychology and english. Read full review

Review: What Video Games Have to Teach Us about Learning and Literacy

User Review  - Stevie - Goodreads

I quite liked this book. Gee looks at the way learning in video games challenges a lot of currently held views about the way learning can and should work in the education system. What I enjoyed most ... Read full review

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About the author (2007)

James Paul Gee has been featured in a variety of publications from Redbook, Child, Teacher, and USA Today to Education Week, The Chicago Tribune, and more. He is Professor of Education at the University of Wisconsin-Madison. Described by the Chronicle of Higher Education as "a serious scholar who is taking a lead in an emerging field" he has become a major expert in game studies today.

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