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ERIC Number: ED512742
Record Type: Non-Journal
Publication Date: 2007-Dec
Pages: 256
Abstractor: ERIC
ISBN: ISBN-1-4039-8453-0ISBN-978-1-4039-8453-1
What Video Games Have to Teach Us about Learning and Literacy. Second Edition: Revised and Updated Edition
Gee, James Paul
Palgrave Macmillan
The author 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 War Craft" and "Half Life 2" are evaluated and theories of cognitive development are expanded. The author looks at major cognitive activities including how individuals develop a sense of identity, how everyone grasps meaning, evaluate and follow a command, pick a role model, and perceive the world. Contents include: (1) Introduction: 36 Ways to Learn a Video Game; (2) Semiotic Domains: Is Playing Video Games a "Waste of Time"?; (3) Learning and Identity: What Does It Mean to Be a Half-Elf?; (4) Situated Meaning and Learning: What Should You Do after You Have Destroyed the Global Conspiracy?; (5) Telling and Doing: Why Doesn't Lara Croft Obey Professor Von Croy?; (6) Cultural Models: Do You Want to Be the Blue Sonic or the Dark Sonic?; (7) The Social Mind: How Do You Get Your Corpse Back after You've Died?; (8) Conclusion: Duped or Not?; and (9) Appendix: The 36 Learning Principles.
Palgrave Macmillan. 175 Fifth Avenue, New York, NY 10010. Tel: 888-830-8477; Fax: 800-672-2054; Web site:
Publication Type: Books; Reports - Evaluative
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A