Situated Language and Learning: A Critique of Traditional SchoolingWhy do poor and minority students under-perform in school? Do computer games help or hinder learning? What can new research in psychology teach our educational policy-makers? In this major new book, Gee tackles the 'big ideas' about language, literacy and learning, putting forward an integrated theory that crosses disciplinary boundaries, and applying it to some of the very real problems that face educationalists today. Situated Language and Learning looks at the specialist academic varieties of language that are used in disciplines such as mathematics and the sciences. It argues that the language acquisition process needed to learn these forms of language is not given enough attention by schools, and that this places unfair demands on poor and minority students. The book compares this with learning as a process outside the classroom, applying this idea to computer and video games, and exploring the particular processes of learning which take place as a child interacts with others and technology to learn and play. In doing so, Gee examines what video games can teach us about how to improve learning in schools and engages with current debates on subjects such as 'communities of practice' and 'digital literacies'. Bringing together the latest research from a number of disciplines, Situated Language and Learning is a bold and controversial book by a leading figure in the field, and is essential reading for anyone interested in education and language. |
Contents
Introduction | 1 |
A strange fact about not learning to read | 7 |
Learning to read | 10 |
Deep cause of reading failure | 14 |
Language ability | 16 |
Language and identity at home | 21 |
Good language that doesnt pay off in school | 28 |
Reading and identity | 35 |
Conclusion | 73 |
Affinity spaces | 77 |
AoM | 79 |
Affinity spaces | 83 |
Shapeshifting portfolio people | 91 |
The old and the new capitalism | 95 |
Identities | 97 |
Affinity spaces | 98 |
Simulations and bodies | 39 |
Learning to read as an embodied process | 41 |
Identity and decoding | 46 |
Meaning perceiving and acting | 49 |
Language and perspectivetaking | 52 |
Perspectivetaking and moral reasoning | 54 |
Learning and gaming | 57 |
before RoN | 59 |
fish tanks | 61 |
supervised sandboxes | 66 |
unsupervised sandboxes | 70 |
Other editions - View all
Situated Language and Learning: A Critique of Traditional Schooling James Paul Gee Limited preview - 2012 |
Situated Language and Learning: A Critique of Traditional Schooling James Paul Gee Limited preview - 2004 |
Situated Language and Learning: A Critique of Traditional Schooling James Paul Gee No preview available - 2004 |
Common terms and phrases
academic language academic varieties action affinity space Age of Mythology Arcanum bakin Barney & Friends Blue's Clues Brian build cake capitalist Captain Olimar child classroom cognitive community of practice complex computer games course cultural decode discourse dispersed knowledge early example experiences fact fish tank hornworms human instructed process interactions Internet James Paul Gee knowledge language ability learners learning principles learning to read linguistic literacy lots meaning Millennials moves perspectives phonemic awareness Pikmin player playing the game Pokémon portal portfolio projective identity prototypes of academic real-time strategy real-world identities RTS games sandbox school-based scientist screen sense sentence Sesame Street Shape-shifting simulations situated social sorts specialist language specialist varieties specific STANZA strategy talk technologies texts things traditionalists types varieties of language vernacular varieties video games vocabulary WarCraft III words