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What video games have to teach us about learning and literacy / James Paul Gee.

By: Material type: TextTextPublisher: New York : Palgrave Macmillan, 2003Edition: First editionDescription: 225 pages ; 25 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 1403961697
  • 9781403961693
Subject(s): DDC classification:
  • 794.8019 21
LOC classification:
  • GV1469.3 .G44 2003
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 : 36 learning principles.
Summary: "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 vide 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 worldThis is a ground-breaking book that takes up a new electronic method of education and shows the positive upside it has for learning."--Publisher description.
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Holdings
Item type Current library Call number Copy number Status Date due Barcode
Book City Campus City Campus Main Collection 794.8019 GEE (Browse shelf(Opens below)) 1 Available A215730B

Includes bibliographical references (pages 213-219) and index.

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 : 36 learning principles.

"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 vide 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 worldThis is a ground-breaking book that takes up a new electronic method of education and shows the positive upside it has for learning."--Publisher description.

Machine converted from AACR2 source record.

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