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

Main Author Gee, James Paul Country Estados Unidos. Publication New York : Palgrave Macmillan, cop. 2003 Description 225 p. ; 24 cm ISBN 1-4039-6538-2 CDU 371.333
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Holdings
Item type Current location Call number Status Date due Barcode Item holds
Monografia Biblioteca de Ciências da Educação
BCE 371.333 - G Available 337992
Monografia Biblioteca de Ciências da Educação
BCE1 371.333 - G Available 337993
Monografia Biblioteca Geral da Universidade do Minho
BGUM 371.333 - G Available 360546
Total holds: 0

Enhanced descriptions from Syndetics:

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 follows a command; How one picks a role model; How one perceives the world.

Table of contents provided by Syndetics

  • 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 Prof. 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: The 36 Learning Principles

Reviews provided by Syndetics

CHOICE Review

Very few scholars have dared to argue the positive effects of video games in the ever-growing and widening field of video-game studies. Gee (education, Univ. of Wisconsin, Madison), however, makes many such arguments--all very successfully. A baby boomer who by his own admission came to understand video game culture only recently, Gee is surprisingly open-minded and accepting in his analysis of video games. Even video games that are violent, present abstracted gender perceptions, or both are given a fair and honest assessment as they pertain to his viewpoints. Moreover, he presents multiple convincing cases for understanding the complexities of learning through "visual literacy" and the relationship of video games to other, more "traditional" ways of cognitive thinking. Having played a wide variety of video games (many very difficult) to successful completion, Gee is able to demonstrate firsthand the myriad ways in which video game designers create problems for players to overcome. Even the "transfer" of learning from one game to another helps the learner adapt and work through problems in an unrelated video game. This is a lively and highly recommended addition to the scholarship. ^BSumming Up: Highly recommended. All levels. R. C. Adams Kansas State University

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