A proposal to move the academic area of digital media and learning toward more coherence.
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A proposal to move the academic area of digital media and learning toward more coherence.
James Paul Gee is Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is the author of Social Linguistics and Literacies, a foundational work in the field of New Literacy Studies, and Why Video Games Are Good For Your Soul.
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15 of 17 people found the following review helpful:
3.0 out of 5 stars
Tough Reading, Not Yet Proved,
By Kevin L. Nenstiel "omnivore" (Kearney, Nebraska) - See all my reviews (VINE VOICE) (TOP 500 REVIEWER) (REAL NAME) Similarly, Gee often doesn't so much state his points as cite references where others already said what he means. Many of his points simply name an idea, then drop parenthetical notes, sometimes running to eight or ten citations, and let you decide whether you can bother to look them up. Then he relies on a constant barrage of acronyms and undefined buzzwords, trusting that you'll know what he means, or that you'll find out. That's a lot more trust than I'd rely on as a scholar. In the second, sorter section, Gee explains his real proposal, a learning system based on "worked examples," a concept he adapts from the sciences. Not to give anything away, but this system relies on proposals tested by claims and counterclaims, collaboratively refining an idea until it withstands scrutiny. The finished form is the product of not one individual or team, but a collaborative group accrued for the purpose, sharing burdens and accomplishments together. He makes it sound more like artistic workshopping than conventional scientific research. On the one hand, as a learning model, this really excites me. It proposes a method by which students and teachers share the educational process, and students own their learning, rather than sitting as passive recipients. Graff and other educational scholars have attested for decades that students learn best when engaged in meaningful discourses that touch their spirits. I hope to test this concept in my own classes. On the other hand, as Gee demonstrates it herein, it seems to remain fairly doctrinaire and parochial. Gee proposes, then defends, that playing Yu-Gi-Oh! and such fantasy card games helps students master complex multivalent vocabularies. Though Gee demonstrates that proposal to my satisfaction, he does not demonstrate that the learned skills travel outside the game or will ever apply to professional or academic discourse. Essentially, he proves that game players learn the language of game play; he does not prove that skills are portable without the mentorship of a good teacher. Gee offers food for thought, and I've recorded several of his points in my idea book for further pedagogical research. But this paper calls to be fleshed out, because it reads like the wordy prologue to a book-length study Gee hasn't yet written. At this stage, I have to return a verdict of "not proved."
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