What Video Games Have to Teach Us About Learning and Literacy. Second Edition
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 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.
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LibraryThing ReviewUser Review - Cheryl_in_CC_NV - LibraryThing
A dated attempt to put an idea that could have been said in a magazine article, in plain English, into academic language, to fill up a whole book.? I read the Introduction, Conclusion, and Appendix ... Read full review
LibraryThing ReviewUser Review - breadhat - LibraryThing
Very engaging; I felt like I learned quite a few useful things about teaching. The style is straight-forward and tailored to a mass audience, and the central conceit of the book makes for a palatable ... Read full review
Other editions - View all
What Video Games Have to Teach Us About Learning and Literacy. Second ...
James Paul Gee
Limited preview - 2007
What Video Games Have to Teach Us about Learning and Literacy
James Paul Gee
No preview available - 2003