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http://worldcat.org/entity/work/id/17231

What Video Games Have to Teach Us About Learning and Literacy

This volume 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 hidden treasure and, even, blasting away an enemy with a high-powered rifle.

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http://schema.org/description

  • "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."
  • "This volume 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 hidden treasure and, even, blasting away an enemy with a high-powered rifle."@en
  • "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 follows 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. A controversial look at the positive things that can be learned from video games."
  • "The author 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 War Craft" and "Half Life 2" are evaluated and theories of cognitive development are expanded. The author looks at major cognitive activities including how individuals develop a sense of identity, how everyone grasps meaning, evaluate and follow a command, pick a role model, and perceive the world. Contents include: (1) Introduction: 36 Ways to Learn a Video Game; (2) Semiotic Domains: Is Playing Video Games a "Waste of Time"?; (3) Learning and Identity: What Does It Mean to Be a Half-Elf?; (4) Situated Meaning and Learning: What Should You Do after You Have Destroyed the Global Conspiracy?; (5) Telling and Doing: Why Doesn't Lara Croft Obey Professor Von Croy?; (6) Cultural Models: Do You Want to Be the Blue Sonic or the Dark Sonic?; (7) The Social Mind: How Do You Get Your Corpse Back after You've Died?; (8) Conclusion: Duped or Not?; And (9) Appendix: The 36 Learning Principles."@en
  • "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 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 follows a command, how one picks a role model and how one perceives the world. This book takes up a new electronic method of education and shows the positive upside it has for learning. The audience for this book will be parents and teachers interested in finding out just what the hell is going on in their son or daughter's head while they're playing video games."@en
  • "This volume 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."

http://schema.org/genre

  • "Electronic books"@en
  • "Books"@en
  • "Reports - Evaluative"@en
  • "Livres électroniques"

http://schema.org/name

  • "What Video Games Have to Teach Us About Learning and Literacy"@en
  • "What video games have to teach us about learning and literacy"@en
  • "What video games have to teach us about learning and literacy"
  • "What Video Games Have to Teach Us About Learning and Literacy. SecondEdition: Revised and Updated Edition"@en