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What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition

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Author: James Paul Gee
Publisher: Palgrave Macmillan
Category: Book

List Price: $16.95
Buy New: $7.65
You Save: $9.30 (55%)



New (36) Used (11) from $7.65

Avg. Customer Rating: 4.0 out of 5 stars 27 reviews
Sales Rank: 25412

Media: Paperback
Edition: 2nd
Number Of Items: 1
Pages: 256
Shipping Weight (lbs): 0.7
Dimensions (in): 9.1 x 6.1 x 0.8

ISBN: 1403984530
Dewey Decimal Number: 794.8019
EAN: 9781403984531
ASIN: 1403984530

Publication Date: December 26, 2007
Availability: Usually ships in 1-2 business days
Shipping: International shipping available
Condition: New & Shrinkwrapped. In stock - Immediate despatch from an efficient and professional leading British bookselling firm.

Also Available In:

  • Hardcover - What Video Games Have to Teach Us About Learning and Literacy
  • Paperback - What Video Games Have to Teach Us About Learning and Literacy

Similar Items:

  • Don't Bother Me Mom--I'm Learning!
  • How Computer Games Help Children Learn
  • Everything Bad is Good for You
  • Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy (New Literacies and Digital Epistemologies)
  • Digital Game-Based Learning

Editorial Reviews:

Product Description
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.


Book Description
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 completely revised and updated 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.



Customer Reviews:   Read 22 more reviews...

5 out of 5 stars Taking games seriously   July 12, 2008
Gee's background in linguistics and current interests in education inform this discussion of video games, as he clearly outlines over thirty good learning principles that teachers can glean from the practice of gaming and apply to their classrooms. Gee's book should be commended for its detailed analysis of particular games--too often, theorists discussing games tend to shy away from minute description of their own interactions with games and go straight for lessons learned or abstract ideas garnered from gameplay. Gee also has a talent for talking openly and humorously about his development from non-gaming baby boomer to avid but still sometimes inept gamer.

If you're already convinced that video games are cultural objects worthy of study, Gee will only confirm your opinion. However, if you look at the book's title and can't contain a derisive snort, give Gee a chance. According to Gee, good video games (and yes, not all video games are good) model active, participatory, and embodied learning, a kind of learning often scarce in traditional school curricula. Good games demonstrate the effectiveness of pattern recognition over rule-based or rote learning, and they encourage players to reflect at a meta level not only about their own identity but also their practices, often via the formation of affinity groups both within and outside of the game world. At their best, gamers become producers, creatively "modding" their own gaming experiences and sharing information with others who take play seriously.



4 out of 5 stars Makes me regret not playing more video games   April 15, 2007
 1 out of 1 found this review helpful

I'd always sort of believed the "video games are a waste of time" thing just because I'd heard it so much. This book is good but I couldn't understand all the technical stuff but I think I got the just of it. I actually had to write a persuasive essay on the HSPA (High School Profficiancy Assessment) agreeing or disagreeing with the hypothetical decision of some kind of governmental authority (I forget which one, congress maybe?) to ban all noneducational video games. I'd read the first few pages of the book and it helped. Now I regret ever believing that waste of time stuff.


3 out of 5 stars Good for research, not so much for general reading.   January 15, 2007
 4 out of 5 found this review helpful

First of all, this book is not written as a general public book, it is written much more in the vein of a college graduate's analysis. Heavy discussion of the effects of video games on the semiotic domain underpin the analysis. That being said, this book is a good analysis of the effects of video games on those that play them.

If you want a general public analysis of the effects of entertainment (and video games) on people, check out Steven Johnson's "Everything Bad is Good For You." This book is a deeper analysis of part of Steven Johnson's book, so it might be best as a follow-up purchase.

My biggest complaint about James Paul Gee's book is more with the copy editor and publisher. There are so many poorly written or incorrectly written sentences that should have been caught and corrected. It really affects the perceptions about the book's research.



4 out of 5 stars Provocative and balanced   January 9, 2007
 1 out of 2 found this review helpful

Great book and delightful read. If you are a teacher or work in education to help direct new initiatives with technology and learning, you should read this.


2 out of 5 stars Too long, too wordy, not worth the effort   December 16, 2006
 3 out of 6 found this review helpful

Not sure why the author who does make some good points, couldn't find a way to express those without trying to sound important. The writing style got between his message (which was interesting) and his delivery. I finished it, got some value, but in comparison to other authors, this was a letdown.


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