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What Video Games Have to Teach Us About Learning and Literacy. Second Edition Paperback – December 26, 2007
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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
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.
Top Customer Reviews
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.
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.
He makes excellent points that I, and I am sure others, will relate to. Learning through hands-on experience can be so much more rewarding and long lasting, and the scenarios which video games players find themselves working within, activate situated cognition and social learning. In other words, Gee shows us how video games help players learn how to pick up on patterns, learn through the situations they engage within, and operate within a social network where they can synthesize their skills and strategies as a main character in the drama of the game. What I have learned from reading this book is how transformative video game learning can be as compared to passive or outside experience of, for example, listening to a teacher lecture, because players can actually become one of the characters and therefore activate higher levels of learning.Read more ›
Most Recent Customer Reviews
Gee makes a compelling case in the many things wrong with how children are taught in public schools and how things can be improved by learning from video games. Interesting read. Read morePublished 2 days ago by Alicia Collins
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(This is my 'in-game' appreciation for Dr. Gee's research. Love this book! )
This guy is just giving his opinion on video games and learning, no solid research here, just what he thinks from his own experience. Read morePublished 4 months ago by Joseph A. Cavanna
If you're an educator, administrator, or parent and interested in research from cognitive science that backs using "good" video games for learning, as well as insight from... Read morePublished 5 months ago by Wise Dad
My grandson who is very much into computers and video games wanted to read this book. He read a few pages and lost interest. Read morePublished 5 months ago by Linda Russo
I had to get this as part of a course requirement. I didn't find it particularly interesting, and the material was hard to connect to for those of us who aren't gamers and don't... Read morePublished 7 months ago by Jessica H