Cover image for What video games have to teach us about learning and literacy
Title:
What video games have to teach us about learning and literacy
Author:
Gee, James Paul.
ISBN:
9781403961693
Personal Author:
Publication Information:
New York : Palgrave Macmillan, 2003.
Physical Description:
p. cm.
Contents:
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? -- App. The 36 Learning Principles.
Abstract:
"After exploring many of the most popular video games, Gee argues that they are not the mindless entertainment one thinks. He suggests that they are actually quite intricate learning experiences that have a great deal to teach us about how learning and literacy are changing in the modern world. Considering how the games are designed and how they are played, Gee argues that thirty-six important learning principles are built into good games, principles strongly supported by current research on human learning in cognitive science." "Widening the scope of his argument, Gee compares learning and literacy in video games to the learning and literacy at work in both effective and non-effective classrooms. What Video Games Have to Teach Us About Learning and Literacy is a book that will open your mind to the possibility that video games are the forerunners of instructional tools that will determine how we learn in the future."--BOOK JACKET.
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