What Video Games Have to Teach Us about Learning and Literacy. Second Edition (Paperback)
St. Martin's Griffin, 9781403984531, 256pp.
Publication Date: December 26, 2007
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, 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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Praise For What Video Games Have to Teach Us about Learning and Literacy. Second Edition…
"Gee astutely points out that for video game makers, unlike schools, failing to engage children is not an option."--Terrence Hackett, The Chicago Tribune
"These games succeed because, according to Gee, they gradually present information that is actually needed to perform deeds."--Norman A. Lockman, USA Today"James Paul Gee's What Video Games Have to Teach Us About Learning and Literacy has been a transformative work. Gee might be described as the Johnny Appleseed of the serious games movement, planting seeds that are springing new growth everywhere we look. More than anyone else, he has forced educators, parents, policy makers, journalists, and foundations to question their assumptions and transform their practices. Gee combines the best contemporary scholarship in the learning scientists with a gamer's understanding of what is engaging about this emerging medium."--Henry Jenkins, author of Convergence Culture: Where Old and New Media Collide