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What Video Games Have to Teach Us About Learning and Literacy

Revised and Updated Edition - Second Edition

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  • 256 pages
  • 9 hours of reading

More about the book

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
Released
2007
Format
Paperback
Pages
256
ISBN10
1403984530
ISBN13
9781403984531
Series
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.