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What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition
 
 
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What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition [Paperback]

James Paul Gee (Author)
4.0 out of 5 stars  See all reviews (39 customer reviews)

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Book Description

December 26, 2007
James Paul Gee 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 WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

Frequently Bought Together

Customers buy this book with Rethinking Education in the Age of Technology: The Digital Revolution and Schooling in America (Technology, Education--Connections (Tec)) (Technology, Education-Connections, the Tec Series) $13.73

What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition + Rethinking Education in the Age of Technology: The Digital Revolution and Schooling in America (Technology, Education--Connections (Tec)) (Technology, Education-Connections, the Tec Series)


Editorial Reviews

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

About the Author

James Paul Gee has been featured in a variety of publications from Redbook, Child, Teacher, and USA Today to Education Week, The Chicago Tribune, and more. He is Professor of Education at the University of Wisconsin-Madison. Described by the Chronicle of Higher Education as "a serious scholar who is taking a lead in an emerging field" he has become a major expert in game studies today.

Product Details

  • Paperback: 256 pages
  • Publisher: Palgrave Macmillan; 2nd edition (December 26, 2007)
  • Language: English
  • ISBN-10: 1403984530
  • ISBN-13: 978-1403984531
  • Product Dimensions: 9.1 x 6.4 x 0.7 inches
  • Shipping Weight: 14.4 ounces (View shipping rates and policies)
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (39 customer reviews)
  • Amazon Best Sellers Rank: #11,763 in Books (See Top 100 in Books)

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Customer Reviews

39 Reviews
5 star:
 (20)
4 star:
 (8)
3 star:
 (3)
2 star:
 (6)
1 star:
 (2)
 
 
 
 
 
Average Customer Review
4.0 out of 5 stars (39 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

66 of 69 people found the following review helpful:
5.0 out of 5 stars brilliant, May 16, 2003
By 
Miles Jacob (Laguna Beach, CA United States) - See all my reviews
(REAL NAME)   
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'.

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37 of 38 people found the following review helpful:
5.0 out of 5 stars Teachers and Administrators should read this book., November 9, 2003
By 
M. Chmiel (Arlington, VA) - See all my reviews
(REAL NAME)   
As a science teacher, I have asked myself (as Gee points out...many teachers and parents do) why it is that the same students who sit listlessly in my classroom will go home and spend upwards of 8 hours engaged in frusterating video-game play.
Gee effectively answers this question and makes a strong case in favor of video games being more akin to agents of learning (like recreational reading) as opposed to mindless entertainment (like really dumb movies).
Videogames are an interesting window through which we can study issues such as learning theory, motivation, and development of expertise. Fellow game players will recognize themselves in Gee's descriptions of what makes games so compelling, and nonplayers will be surprised by how far games have come since PacMan. I recomend this book to parents, administrators, and anyone else interested in education.
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44 of 53 people found the following review helpful:
3.0 out of 5 stars Good theory of education, vague video game argument, January 31, 2004
By 
Will Jordan (New Haven, CT USA) - See all my reviews
(REAL NAME)   
The book is primarily a criticism of 'traditional' school-based learning methodologies, using observations of children playing video games and the author's own play sessions as representative examples of the 36 principles of good learning he describes. He uses primarily 3d shooters and RPGs as his examples of 'good' video games (meaning that they encourage learning things about and within the world of the game). The author defines and conceptualizes his principles of learning and contrasts it with the school-based education process, noting the vast differences between the two. On this topic of criticism of school-based education, the author makes a strong argument.

His second argument, that these principles missing in school are demonstrably present in video games, is very vague and unfulfilling. The author often stresses elements of learning that can easily be found everywhere in life and social activity and in other forms of media, not just in video games. One point he makes in the middle of the book about incremental difficulty and the player's dynamic 'regime of competence' was a good topic consistent with video game design (although easily found in other places, such as golf handicaps), but it was not good enough to warrant his emphasis on video games in the other ~150 pages of the book. He repeatedly mentions that kids enjoy playing video games but don't enjoy learning in school and suggests that school should be like playing a video game, but he leaves it at that. Because he focuses on the process of learning and assumes videogame content and classroom content to be of an equal nature, the burning question of how to make learning calculus equations as fun and desirable to learn as advanced combat strategies to annihilate your friends in Starcraft remains unfortunately beyond the scope of this book.

If the intention of the book was to show that video games have the capability to encourage learning of arbitrary content, it succeeded. However, watching TV or movies or playing non-video games with your peers can be just as conducive to learning (and, depending on the content, just as mind-numbing). Having been weaned on Mario and Zelda myself and already appreciating the incredible complexity and carefully tuned learning curve of videogames, this book was somewhat interesting for its general theory of education but not as thought-provoking regarding video game theory as I had hoped.

This book is probably a better read for older generations that didn't have video games as an integral source of learning during their formative years and have as a result never taken them seriously.

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Inside This Book (learn more)
First Sentence:
I WANT TO TALK ABOUT VIDEO GAMESYES, EVEN VIOLENT VIDEO gamesand say some positive things about them. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
new literacy studies, internal design grammar, external design grammar, other semiotic domains, projective identity, good video games, appreciative system, way that learners, shooter games, overt information, flying aliens, different cultural models, birdwatching club, video games have, health kits, situated meanings, virtual identity
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Bead Bead, Von Croy, System Shock, James Paul Gee, Tomb Raider, Castle Wolfenstein, Captain Olimar, Solid Snake, The Last Revelation, Sonic Adventure, Under Ash, United States, Metal Gear Solid, Operation Flashpoint, Grand Theft Auto, Von Braun, Super Soldier, Pajama Sam, Plane of Fear, Ivory-billed Woodpecker, Day of Defeat, Semiotic Domains Principle Learning, African American, Ethnic Cleansing, Lara Croft
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Front Cover | Table of Contents | First Pages | Index | Back Cover | Surprise Me!
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