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    Artikelmerkmale

    Artikelzustand
    Neu: Neues, ungelesenes, ungebrauchtes Buch in makellosem Zustand ohne fehlende oder beschädigte ...
    Release Year
    2007
    Book Title
    What Video Games Have to Teach Us About Learning and Literacy....
    ISBN
    9781403984531

    Über dieses Produkt

    Product Identifiers

    Publisher
    St. Martin's Press
    ISBN-10
    1403984530
    ISBN-13
    9781403984531
    eBay Product ID (ePID)
    59088445

    Product Key Features

    Number of Pages
    256 Pages
    Publication Name
    What Video Games Have to Teach Us about Learning and Literacy. Second Edition : Revised and Updated Edition
    Language
    English
    Publication Year
    2007
    Subject
    Educational Policy & Reform / General, Computers & Technology, Children's Studies, Video & Electronic, Learning Styles, Literacy, Social Aspects / Human-Computer Interaction
    Features
    Revised
    Type
    Textbook
    Author
    James Paul. Gee
    Subject Area
    Computers, Language Arts & Disciplines, Social Science, Education, Games & Activities
    Format
    Trade Paperback

    Dimensions

    Item Height
    0.6 in
    Item Weight
    13.9 Oz
    Item Length
    9.2 in
    Item Width
    6.1 in

    Additional Product Features

    Edition Number
    2
    Intended Audience
    Trade
    LCCN
    2009-280806
    Dewey Edition
    21
    Reviews
    These games succeed because, according to Gee, they gradually present information that is actually needed to perform deeds., "Gee astutely points out that for video game makers, unlike schools, failing to engage children is not an option."--Terrence Hackett,TheChicago 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'sWhat Video Games Have to Teach Us About Learning and Literacyhas 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 ofConvergence Culture: Where Old and New Media Collide, 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., "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, "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, '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 'Gee astutely points out that for video game makers, unlike schools, failing to engage children is not an option.' - Terrence Hackett, Chicago Tribune 'Gee...says the most challenging games prod players to push the boundaries of their skills and to adapt...' - Shannon Mullen, Asbury Park Press '...'good' computer games...use critical learning principles to quickly teach kids to play extremely complex virtual reality games.' - Norman Lockman, Jackson Clarion-Ledger 'Rather than be reined in, today's successful game designers should be recognized as modern masters of learning theory...' - Mike Snider, Cincinnati Enquirer 'Am I a bad parent for letting [my child] play video games at 4? Not at all, according to Gee.' - Jim Louderback, USA Weekend Magazine '...Gee suggests that...schools...are 'in the cognitive-science dark ages.' - Jeffery Kurz, Meriden-Wallingford Record-Journal, Gee astutely points out that for video game makers, unlike schools, failing to engage children is not an option., "Gee astutely points out that for video game makers, unlike schools, failing to engage children is not an option."--Terrence Hackett,TheChicago Tribune "These games succeed because, according to Gee, they gradually present information that is actually needed to perform deeds."--Norman A. Lockman,USA Today
    Dewey Decimal
    794.8/01/9
    Table Of Content
    Introduction: 36 Ways to Learn a Video Game * Semiotic Domains: Is Playing Video Games a "Waste of Time"? * Learning and Identity: What Does It Mean to Be a Half-Elf? * Situated Meaning and Learning: What Should You Do after You Have Destroyed the Global Conspiracy? * Telling and Doing: Why Doesn't Lara Croft Obey Professor Von Croy? * Cultural Models: Do You Want to Be the Blue Sonic or the Dark Sonic? * The Social Mind: How Do You Get Your Corpse Back after You've Died? * Conclusion: Duped or Not? * Appendix: The 36 Learning Principles
    Edition Description
    Revised edition
    Synopsis
    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., 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 of What Video Games Have to Teach Us About Learning and Literacy , 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.
    LC Classification Number
    GV1469.3.G44 2008

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