What Video Games Have to Teach Us About Learning and LiteracyWhat Video Games Have to Teach Us About Learning and Literacy
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Book, 2007
Current format, Book, 2007, Rev. and updated ed, All copies in use.Book, 2007
Current format, Book, 2007, Rev. and updated ed, All copies in use. Offered in 0 more formatsJames 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.
In a revised edition of his classic study, a professor of education identifies the positive benefits of video games, citing popular titles, including new games on the market, and noting their ability to promote cognitive development, a sense of identity, decision-making abilities, and the establishment of role models. Original. 30,000 first printing.
Argues that video games go beyond entertainment and examines the principles that make these games valuable tools of learning and literacy.
The definitive look at all that can be learned from video games
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- New York : Palgrave Macmillan, 2007.
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