What Video Games Have to Teach Us about Learning and Literacy

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Palgrave Macmillan, 2004 - Computers - 225 pages
45 Reviews
A controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.

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

User Review  - Sree Ganesh - Goodreads

The fancy title made me pick up this book. At first, it was all too theoretical and focused more on the learning than the relevancy between learning & video games. But as I proceeded, it slowly ... Read full review

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

User Review  - Carlos López - Goodreads

Dense at times (at least for me having English as a second language) but I really enjoyed every page. Can't wait to start reading "The Anti-Education Era". Here a short excerpt underlining the ... Read full review


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About the author (2004)

James Paul Gee is one of the most well-known professors of education in the United States. He teaches at the University of Wisconsin, Madison and is the author of several books.

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