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What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition Paperback – December 26, 2007
| James Paul Gee (Author) Find all the books, read about the author, and more. See search results for this author |
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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.
- Print length256 pages
- LanguageEnglish
- PublisherSt. Martin's Griffin
- Publication dateDecember 26, 2007
- Dimensions6.31 x 0.69 x 9.35 inches
- ISBN-101403984530
- ISBN-13978-1403984531
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Editorial Reviews
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“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
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Product details
- Publisher : St. Martin's Griffin; 2nd edition (December 26, 2007)
- Language : English
- Paperback : 256 pages
- ISBN-10 : 1403984530
- ISBN-13 : 978-1403984531
- Item Weight : 10 ounces
- Dimensions : 6.31 x 0.69 x 9.35 inches
- Best Sellers Rank: #729,853 in Books (See Top 100 in Books)
- #321 in Human-Computer Interaction (Books)
- #1,080 in Educational Psychology (Books)
- #1,127 in Education Reform & Policy
- Customer Reviews:
About the author

James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies and Regents’ Professor at Arizona State University. He is a member of the National Academy of Education. His books include: Sociolinguistics and Literacies (Fifth Edition 2015); Situated Language and Learning (2004); An Introduction to Discourse Analysis (Fourth Edition 2014); What Video Games Have to Teach Us About Learning and Literacy (Second Edition 2007); How to Do Discourse Analysis (Second Edition 2014); The Anti-Education Era: Creating Smarter Students through Digital Media (2013); and Literacy and Education (2015). Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education.
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Top reviews from the United States
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That's not to say that every video game on the shelf will meet the above criteria, but as James Gee points points out: many do. After all, if they don't, they're out of business. In the meantime, our educational system could really benefit from picking up a few of the techniques described in this book - ever wonder why so many "ADHD students" can't sit still in class, but then spend hours concentrated on a video game? Perhaps it's not the students, but rather the method of delivery and the content itself? The book offers 36 principles that are often found in great games, and which can help us build both better classrooms and computer games -- or, even better, classrooms with engaging computer games.
This book is NOT a methods book. You will NOT learn techniques on how to design better games or better instruction. But you WILL learn how video games encourage deep learning (i.e., a deep understanding of the game and how to be successful) and develop critical thinking skills that players use to become successful at playing a specific game AND video games in general. You will learn that game designers deliberately develop deep learning and critical thinking skills, NOT to make players experts in zombies or war, but to set them up to be successful at playing the game and to have a great game playing experience. That gamers foster learning that develops self-esteem and self-efficacy through game play. Gee will also share his opinion of how the educational system might incorporate these elements in the classroom to foster critical thinking and deep learning of subject matter.
If you don't play video games, this book will give you insight in to the kind of learning that is deliberately encouraged in video games.
If you DO play video games, you'll develop an understanding of why the games you play are designed that way.
If you design instruction (or video games) you'll now have a framework and a vocabulary you can use to design and discuss those elements that make learning engaging and effective.
This books makes a great case for the principles of learning embedded in video games which are very very relevant in our knowledge intensive world.
It is no surprise that recently the corporate world is beginning to talk about "gamification" and "user experiences".
Highly recommended to anyone who cares about our education system!
Top reviews from other countries
Surprisingly (at least to me), they - according to Gee - are very similar to the strategies that cognitive science and learnign science propose for active and critical learning. So, in the process of reading this book the reader gains not only insight in the functionality of video games, but also in modern learning theories:
How for instance good learning about physics not only focuses on content (like physical principles), but also on the "domain of physics" itself: Understanding specific values, language, and goals practiced within the scientific community. Or that learning about a certain domain (natural or human science, music, games..) forms the identity of a learner.
Certaing games (Gee labels them "good games") are very good at adressing these issues, and are therefore easy and fun to learn for the player, reward her at the right moment and so on.
In the book, Gee describes a whole of 36 of such principles of good learning and analyses modern games of different genres according to these principles. He focuses on complex games that allow the player to enter a virtual wold or tell a complex story. Examples from the text include The Sims, Half Life, Halo, Picmin, World Of Warcraft, Arcanum, Time Machine, Castle Wolfenstein... (just to list a few).
I found the book very interesting, especially from the perspective of producing educational and serious games. I also liked the structure of the book, where each principle is explained by different expamples from games or scientific studies. The text is easy to read, entertaining (when Gee talks about his own expieriences with games), and occasionally provocative (like, when he states that computergames are sometimes better at teaching than school teachers).
However, the reader will not (or only marginally) find topics like violence in games, gender roles or video game addiction covered.
About me: I studied digital media technology and design, have a lot of experience in playing video games and am reading the book primarily as theoretical background for creating an educational game.
S'cratchy the Khajiit: I'm more interesting that George Washington, teacher. That's not because Washington is boring. It's because you are.
Reviewed in Canada on February 22, 2016
S'cratchy the Khajiit: I'm more interesting that George Washington, teacher. That's not because Washington is boring. It's because you are.






