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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

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Author: James Paul Gee
Publisher: Palgrave Macmillan
Category: Book

List Price: $16.95
Buy New: $10.19
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New (30) Used (11) from $10.19

Rating: 4.0 out of 5 stars 27 reviews
Sales Rank: 9988

Media: Paperback
Edition: 2nd
Pages: 256
Number Of Items: 1
Shipping Weight (lbs): 0.7
Dimensions (in): 9.1 x 6.1 x 0.8

ISBN: 1403984530
Dewey Decimal Number: 794.8019
EAN: 9781403984531

Publication Date: December 26, 2007
Availability: Usually ships in 1-2 business days
Shipping: International shipping available
Condition: Brand New, Perfect Condition, Please allow 4-14 business days for delivery. 100% Money Back Guarantee, Over 1,000,000 customers served.

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  • Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy (New Literacies and Digital Epistemologies)
  • Digital Game-Based Learning

Editorial Reviews:

Product Description
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.


Book Description
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 completely revised and updated 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.



Customer Reviews:   Read 22 more reviews...

5 out of 5 stars brilliant   May 16, 2003
Miles Jacob (Laguna Beach, CA United States)
53 out of 54 found this review helpful

I read through the entire book today, enthralled that an academic of the same generation as my parents finally "got" what made videogames (focusing on action, adventure, and rpg games) a fascinating medium both for players and creators. Furthermore, the author was then able to apply this knowledge to his area of expertise, educational theory. I knew videogames could be art, I knew that as simulations they could be political, but I never quite saw what seems to me perfectly obvious now, that good videogames of almost every variety teach us how to think and learn, and that they do this much better than our school system.

This book should be loved by anyone with a strong interest in videogame theory or educational theory, as it impressively doesn't simplify either area to fit the demands of the other.

I also applaud the organization of the book, as each section centers around a few key concepts of educational theory which are repeated in the appendix giving everyone who has read the book an easy way to recall the '36 learning principles'.


5 out of 5 stars Teachers and Administrators should read this book.   November 9, 2003
M. Chmiel (Arlington, VA)
32 out of 33 found this review helpful

As a science teacher, I have asked myself (as Gee points out...many teachers and parents do) why it is that the same students who sit listlessly in my classroom will go home and spend upwards of 8 hours engaged in frusterating video-game play.
Gee effectively answers this question and makes a strong case in favor of video games being more akin to agents of learning (like recreational reading) as opposed to mindless entertainment (like really dumb movies).
Videogames are an interesting window through which we can study issues such as learning theory, motivation, and development of expertise. Fellow game players will recognize themselves in Gee's descriptions of what makes games so compelling, and nonplayers will be surprised by how far games have come since PacMan. I recomend this book to parents, administrators, and anyone else interested in education.



5 out of 5 stars Presenting thirty-six learning principles   June 10, 2003
Midwest Book Review (Oregon, WI USA)
17 out of 21 found this review helpful

What Video Games Have To Teach Us About Learning And Literacy by James Paul Gee (Tashia Morgridge Professor of Reading, Department of Curriculum and Instruction, School of Education, University of Wisconsin-Madison) is a controversial yet thought-provoking look at interactive games and what can be learned from them. Persuasively presenting thirty-six learning principles that are built into good interactive video games, and contemplatively studying everything from issues of forming identity, to the acquisition of problem-solving skills, to learning non-verbal cues, What Video Games Have To Teach Us About Learning And Literacy sheds considerable light in a most extraordinary way on this rapidly evolving and increasingly pervasive aspect of American popular culture in the twenty-first century.


5 out of 5 stars Also recommended   February 5, 2005
Neil Hinrichsen (Knysna South Africa)
1 out of 6 found this review helpful

This is an excellent book; I learnt a great deal from it.

If this interests you, look at Raph Koster's "Theory of Fun for Game Design" as well...



5 out of 5 stars A Must   April 2, 2006
Rogerio J. C. Tavares (Sao Paulo, Brazil)
2 out of 2 found this review helpful

I think this is the best book till now in this specific game culture subjetc. There is no recipe in here, but there are lots of ingredients for game designers and educators can understand about this specific top.
The author have gaming experience, what is very important in writing about this, and a good theorical approach.
If you are a game designer, educator or researcher, this book is a must.


 
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