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

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Macmillan, Dec 26, 2007 - Computers - 249 pages
5 Reviews

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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User Review  - breadhat - LibraryThing

Very engaging; I felt like I learned quite a few useful things about teaching. The style is straight-forward and tailored to a mass audience, and the central conceit of the book makes for a palatable ... Read full review

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User Review  - wendellg - LibraryThing

Despite the first two sleep-inducing chapters, a fascinating and compelling book. Gee presents a convincing argument that learning is essentially social, rather than mental, in nature; and that video ... Read full review

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About the author (2007)

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.

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