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(What Video Games Have to Teach Us about…
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(What Video Games Have to Teach Us about Learning and Literacy. Second Edition: Revised and Updated Edition (Revised, Updated)) By Gee, James Paul (Author) Paperback on (12 , 2007) (edizione 2007)

di James Paul Gee

UtentiRecensioniPopolaritàMedia votiCitazioni
495849,509 (3.95)2
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 video 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 follows a command; How one picks a role model; How one perceives the world. This is a ground-breaking book that takes up a new electronic method of education and shows the positive upside it has for learning. A controversial look at the positive things that can be learned from video games.… (altro)
Utente:kmittlboeck
Titolo:(What Video Games Have to Teach Us about Learning and Literacy. Second Edition: Revised and Updated Edition (Revised, Updated)) By Gee, James Paul (Author) Paperback on (12 , 2007)
Autori:James Paul Gee
Info:Palgrave MacMillan (2007), Taschenbuch
Collezioni:La tua biblioteca
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Etichette:ps13

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What Video Games Have to Teach Us About Learning and Literacy di James Paul Gee

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A dated attempt to put an idea that could have been said in a magazine article, in plain English, into academic language, to fill up a whole book.?á I read the Introduction, Conclusion, and Appendix, and could not persuade myself that he had anything more interesting to say there.?á

One thing that is still relevant, interesting, and true, is this:

Shooting is an easy form of social interaction (!) to program.?á As realistic forms of conversation become more computationally possible (a very hard task), I predict that shooting will be less important and talking more important in many games, even shooter games.""
  Cheryl_in_CC_NV | Jun 5, 2016 |
Very engaging; I felt like I learned quite a few useful things about teaching. The style is straight-forward and tailored to a mass audience, and the central conceit of the book makes for a palatable way to present educational theory. At the same time, none of the content comes across as dumbed-down. A few weird inaccuracies aside, Gee brings real video game knowledge rather than academic dabbling. This is a highly accessible and rewarding book. ( )
  breadhat | Jul 23, 2013 |
Kapitel 1-7
  kmittlboeck | Mar 14, 2012 |
Very interesting ideas ( )
  jtfairbro | Sep 29, 2009 |
Despite the first two sleep-inducing chapters, a fascinating and compelling book.

Gee presents a convincing argument that learning is essentially social, rather than mental, in nature; and that video and computer games - in contrast to skill-and-drill teaching oriented towards standardized testing - incorporate good learning principles that are relevant to today's world. ( )
  wendellg | Jun 19, 2007 |
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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 video 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 follows a command; How one picks a role model; How one perceives the world. This is a ground-breaking book that takes up a new electronic method of education and shows the positive upside it has for learning. A controversial look at the positive things that can be learned from video games.

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