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

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Macmillan, Dec 2, 2014 - Education - 256 pages
5 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 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 Review

User 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

LibraryThing Review

User Review  - wendellg - LibraryThing

Despite the first two sleep-inducing chapters, a fascinating and compelling book. Gee presents a convincing argument that learning is essentially social, rather than mental, in nature; and that video ... Read full review

Contents

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About the author (2014)

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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