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

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Overview

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.

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

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