Features
- Cover Type: Paperback with 256 pages
- Published by: Palgrave Macmillan
- Edition: 2nd Edition December 26, 2007
- Written in: English
- ISBN 10 Number: 1403984530
- ISBN 13 Number: 978-1403984531
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Book Dimensions:
9.1 x 6.1 x 0.8 inches
- Weighs: 10.4 ounces
Product Review
"'What Video Games Have to Teach us About Learning and Literacy is an important volume in a field that is currently growing significantly. - Ben Williamson, NESTA Futurelab 'an astoundingly insightful manifesto on teaching and learning' - Michael Hoechsmann, McGill Journal of Education '[Gee is] a serious scholar who is taking a lead in an emerging field.' - Scott Carlson, Chronicle of Higher Education '[Gee is] one of the worlds leading educational experts.' - The Observer 'These games succeed because, according to Gee, they gradually present information that is actually needed to perform deeds.' - Norman A. Lockman, USA Today"
Product Review
"Gee astutely points out that for video game makers, unlike schools, failing to engage children is not an option."--Terrence Hackett,
The Chicago Tribune"These games succeed because, according to Gee, they gradually present information that is actually needed to perform deeds."--Norman A. Lockman,
USA Today"James Paul Gee's
What Video Games Have to Teach Us About Learning and Literacy has been a transformative work. Gee might be described as the Johnny Appleseed of the serious games movement, planting seeds that are springing new growth everywhere we look. More than anyone else, he has forced educators, parents, policy makers, journalists, and foundations to question their assumptions and transform their practices. Gee combines the best contemporary scholarship in the learning scientists with a gamer's understanding of what is engaging about this emerging medium."--Henry Jenkins, author of
Convergence Culture: Where Old and New Media Collide
Reader Reviews
This review is from: What Video Games Have to Teach Us About Learning and Literacy (Hardcover)
I read through the entire book today, enthralled that an academic of the same generation as my parents finally "got" what made videogames (focusing on action, adventure, and rpg games) a fascinating medium both for players and creators. Furthermore, the author was then able to apply this knowledge to his area of expertise, educational theory. I knew videogames could be art, I knew that as simulations they could be political, but I never quite saw what seems to me perfectly obvious now, that good videogames of almost every variety teach us how to think and learn, and that they do this much better than our school system. This book should be loved by anyone with a strong interest in videogame theory or educational theory, as it impressively doesn't simplify either area to fit the demands of the other. I also applaud the organization of the book, as each section centers around a few key concepts of educational theory which are repeated in the appendix giving everyone who has read the book an easy way to recall the '36 learning principles'.