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What Video Games Have to Teach Us About Learning and Literacy: Revised and Updat
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Located in: Fairfield, Ohio, United States
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eBay item number:395355481430
Item specifics
- Condition
- ISBN-13
- 9781403984531
- Book Title
- What Video Games Have to Teach Us About Learning and Literacy
- ISBN
- 9781403984531
- Subject Area
- Computers, Games & Activities, Education, Language Arts & Disciplines, Social Science
- Publication Name
- What Video Games Have to Teach Us about Learning and Literacy. Second Edition : Revised and Updated Edition
- Item Length
- 9.2 in
- Publisher
- ST. Martin's Press
- Subject
- Educational Policy & Reform / General, Computers & Technology, Children's Studies, Learning Styles, Video & Electronic, Literacy, Social Aspects / Human-Computer Interaction
- Publication Year
- 2007
- Type
- Textbook
- Format
- Trade Paperback
- Language
- English
- Item Height
- 0.7 in
- Features
- Revised
- Item Width
- 6.1 in
- Item Weight
- 10.4 Oz
- Number of Pages
- 256 Pages
About this product
Product Information
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 Identifiers
Publisher
ST. Martin's Press
ISBN-10
1403984530
ISBN-13
9781403984531
eBay Product ID (ePID)
59088445
Product Key Features
Publication Name
What Video Games Have to Teach Us about Learning and Literacy. Second Edition : Revised and Updated Edition
Format
Trade Paperback
Language
English
Features
Revised
Subject
Educational Policy & Reform / General, Computers & Technology, Children's Studies, Learning Styles, Video & Electronic, Literacy, Social Aspects / Human-Computer Interaction
Publication Year
2007
Type
Textbook
Subject Area
Computers, Games & Activities, Education, Language Arts & Disciplines, Social Science
Number of Pages
256 Pages
Dimensions
Item Length
9.2 in
Item Height
0.7 in
Item Width
6.1 in
Item Weight
10.4 Oz
Additional Product Features
Edition Number
2
LCCN
2009-280806
Intended Audience
Trade
Lc Classification Number
Gv1469.3.G44 2008
Edition Description
Revised Edition
Reviews
These games succeed because, according to Gee, they gradually present information that is actually needed to perform deeds., 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., "Gee astutely points out that for video game makers, unlike schools, failing to engage children is not an option."--Terrence Hackett,TheChicago 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'sWhat Video Games Have to Teach Us About Learning and Literacyhas 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 ofConvergence Culture: Where Old and New Media Collide, "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, "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, 'What Video Games Have to Teach us About Learning and Literacy is an important volume in a field that is currently growing significantly. - Ben Williamson, NESTA Futurelab '...an astoundingly insightful manifesto on teaching and learning...' - Michael Hoechsmann, McGill Journal of Education '[Gee is] a serious scholar who is taking a lead in an emerging field.' - Scott Carlson, Chronicle of Higher Education '[Gee is] one of the worlds leading educational experts.' - The Observer 'These games succeed because, according to Gee, they gradually present information that is actually needed to perform deeds.' - Norman A. Lockman, USA Today 'Gee astutely points out that for video game makers, unlike schools, failing to engage children is not an option.' - Terrence Hackett, Chicago Tribune 'Gee...says the most challenging games prod players to push the boundaries of their skills and to adapt...' - Shannon Mullen, Asbury Park Press '...'good' computer games...use critical learning principles to quickly teach kids to play extremely complex virtual reality games.' - Norman Lockman, Jackson Clarion-Ledger 'Rather than be reined in, today's successful game designers should be recognized as modern masters of learning theory...' - Mike Snider, Cincinnati Enquirer 'Am I a bad parent for letting [my child] play video games at 4? Not at all, according to Gee.' - Jim Louderback, USA Weekend Magazine '...Gee suggests that...schools...are 'in the cognitive-science dark ages.' - Jeffery Kurz, Meriden-Wallingford Record-Journal, Gee astutely points out that for video game makers, unlike schools, failing to engage children is not an option., "Gee astutely points out that for video game makers, unlike schools, failing to engage children is not an option."--Terrence Hackett,TheChicago Tribune "These games succeed because, according to Gee, they gradually present information that is actually needed to perform deeds."--Norman A. Lockman,USA Today
Table of Content
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
Copyright Date
2008
Dewey Decimal
794.8/01/9
Dewey Edition
21
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eBay item number:395355481430
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