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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.
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What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee
- Language
- Released
- 2007
- product-detail.submit-box.info.binding
- (Paperback),
- Book condition
- Good
- Price
- €8.49
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- Title
- What Video Games Have to Teach Us About Learning and Literacy
- Subtitle
- Revised and Updated Edition - Second Edition
- Language
- English
- Authors
- James Paul Gee
- Publisher
- St. Martin's Griffin
- Released
- 2007
- Format
- Paperback
- Pages
- 256
- ISBN10
- 1403984530
- ISBN13
- 9781403984531
- Series
- Tags
- Non-Fiction, Social Sciences, Hobby, Psychology, Technology, Education & School System, Games, Video Games
- 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.


