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Lois Leveen: IMG Forsooth Me Not: Shakespeare, Juliet, Her Nurse, and a Novel



There's this writer, William Shakespeare. Perhaps you've heard of him. He wrote this play, Romeo and Juliet. Maybe you've heard of it as well. It's... Continue »
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    Juliet's Nurse

    Lois Leveen 9781476757445

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This title in other editions

What Video Games Have to Teach Us about Learning and Literacy: Revised and Updated Edition

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What Video Games Have to Teach Us about Learning and Literacy: Revised and Updated Edition Cover

 

Synopses & Reviews

Publisher Comments:


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:

  • How individuals develop a sense of identity
  • How one grasps meaning
  • How one evaluates and follow a command
  • How one picks a role model
  • 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.

Synopsis:

The definitive look at all that can be learned from video games

Synopsis:

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.

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.

Table of Contents

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

Product Details

ISBN:
9781403984531
Author:
Gee, James Paul
Publisher:
Palgrave MacMillan
Subject:
Child Development
Subject:
Social Aspects - Human-Computer Interaction
Subject:
Video & Electronic - General
Subject:
General education.
Subject:
Learning, psychology of
Subject:
Visual literacy
Subject:
Aims
Subject:
Objectives
Subject:
Educational Policy
Subject:
Reform, General
Subject:
Computer Literacy
Subject:
Aims & Objectives
Subject:
Educational Policy & Reform/General
Subject:
Computers Reference-Social Aspects-Human and Computer Interaction
Subject:
Computers & Technology
Copyright:
Edition Description:
Revised, Update
Publication Date:
December 2007
Binding:
TRADE PAPER
Grade Level:
General/trade
Language:
English
Pages:
256
Dimensions:
9.19 x 6.2 x 0.68 in

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Related Subjects

Computers and Internet » Computers Reference » General
Computers and Internet » Computers Reference » Social Aspects » Human and Computer Interaction
Education » General
Health and Self-Help » Child Care and Parenting » General
Hobbies, Crafts, and Leisure » Games » Video Games

What Video Games Have to Teach Us about Learning and Literacy: Revised and Updated Edition Used Trade Paper
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$8.50 In Stock
Product details 256 pages Palgrave Macmillan - English 9781403984531 Reviews:
"Synopsis" by ,
The definitive look at all that can be learned from video games
"Synopsis" by ,
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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