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

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

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

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

by James Paul Gee

Paperback(Revised)

$21.99 
  • SHIP THIS ITEM
    Qualifies for Free Shipping
  • PICK UP IN STORE
    Check Availability at Nearby Stores

Related collections and offers


Overview

Cognitive Development in a Digital Age

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.

This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world.

An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.


Product Details

ISBN-13: 9781403984531
Publisher: St. Martin's Publishing Group
Publication date: 12/26/2007
Edition description: Revised
Pages: 256
Product dimensions: 6.10(w) x 9.20(h) x 0.65(d)

About the Author

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.

Table of Contents

Introduction: 36 Ways to Learn a Video Game * Semiotic Domains: Is Playing Video Games a "Waste of Time"? * Learning and Identity: What Does It Mean to Be a Half-Elf? * Situated Meaning and Learning: What Should You Do after You Have Destroyed the Global Conspiracy? * Telling and Doing: Why Doesn't Lara Croft Obey Professor Von Croy? * Cultural Models: Do You Want to Be the Blue Sonic or the Dark Sonic? * The Social Mind: How Do You Get Your Corpse Back after You've Died? * Conclusion: Duped or Not? * Appendix: The 36 Learning Principles

From the B&N Reads Blog

Customer Reviews