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

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9781403984531: 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, 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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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.

Review:

“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

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Book Description Palgrave MacMillan, United States, 2008. Paperback. Book Condition: New. 2nd Revised edition. Language: English . Brand New Book. The issue of video games and their harmful/helpful effects on children and young adults is a hot topic. The Hardback sold very well. The book does not shy away from controversy, even finding good news in shooter games vis a vis adolescent cognitive development. The Observer newspaper recently called Gee One of the worlds leading educational experts .This title provides a controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new 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 beginning, one of America s most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities such as: how individuals develop a sense of identity; how one grasps meaning; how one evaluates and follows a command; how one picks a role model; and, how one perceives the world.This is a ground-breaking book that takes up a new electronic method of education and shows the positive upside it has for learning. Bookseller Inventory # ABZ9781403984531

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Book Description Softcover. Book Condition: New. 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. Bookseller Inventory # 1730818

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Book Description Palgrave MacMillan, United States, 2008. Paperback. Book Condition: New. 2nd Revised edition. Language: English . Brand New Book. The issue of video games and their harmful/helpful effects on children and young adults is a hot topic. The Hardback sold very well. The book does not shy away from controversy, even finding good news in shooter games vis a vis adolescent cognitive development. The Observer newspaper recently called Gee One of the worlds leading educational experts .This title provides a controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new 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 beginning, one of America s most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities such as: how individuals develop a sense of identity; how one grasps meaning; how one evaluates and follows a command; how one picks a role model; and, how one perceives the world.This is a ground-breaking book that takes up a new electronic method of education and shows the positive upside it has for learning. Bookseller Inventory # ABZ9781403984531

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Book Description Palgrave Macmillan. Paperback. Book Condition: new. BRAND NEW, What Video Games Have to Teach Us About Learning and Literacy (2nd Revised edition), James Paul Gee, The issue of video games and their harmful/helpful effects on children and young adults is a hot topic. The Hardback sold very well. The book does not shy away from controversy, even finding good news in shooter games vis a vis adolescent cognitive development. "The Observer" newspaper recently called Gee 'One of the worlds leading educational experts'.This title provides a controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new 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 beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities such as: how individuals develop a sense of identity; how one grasps meaning; how one evaluates and follows a command; how one picks a role model; and, how one perceives the world.This is a ground-breaking book that takes up a new electronic method of education and shows the positive upside it has for learning. Bookseller Inventory # B9781403984531

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