What video games have to teach us about learning and literacy
(Book)
Author
Status
General Shelving - 3rd Floor
GV1469.3 .G44 2004
1 available
GV1469.3 .G44 2004
1 available
Description
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Copies
Location | Call Number | Status |
---|---|---|
General Shelving - 3rd Floor | GV1469.3 .G44 2004 | On Shelf |
Subjects
LC Subjects
OCLC Fast Subjects
Other Subjects
76.30 play: general.
81.51 learning process.
Beeldcommunicatie.
Bildung
Computadores (educação)
Computerspelen.
Jeux vidéo -- Aspect psychologique.
Jeux vidéo et enfants.
Jeux vidéo.
Jogos de computador (aspectos psicológicos;educação)
Kinderen.
Leerprocessen.
Lernen
Psychologie de l'apprentissage.
Psychologische aspecten.
Video Games
video games.
Videospiel
visual literacy.
Éducation visuelle.
81.51 learning process.
Beeldcommunicatie.
Bildung
Computadores (educação)
Computerspelen.
Jeux vidéo -- Aspect psychologique.
Jeux vidéo et enfants.
Jeux vidéo.
Jogos de computador (aspectos psicológicos;educação)
Kinderen.
Leerprocessen.
Lernen
Psychologie de l'apprentissage.
Psychologische aspecten.
Video Games
video games.
Videospiel
visual literacy.
Éducation visuelle.
More Details
Format
Book
Physical Desc
225 pages ; 25 cm
Language
English
UPC
9781403965387
Notes
Bibliography
Includes bibliographical references (pages 213-219) and index.
Description
A controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new 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 beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world. This is a ground-breaking book that takes up a new electronic method of education and shows the positive upside it has for learning. A controversial look at the positive things that can be learned from video games
Local note
SACFinal081324
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Citations
APA Citation, 7th Edition (style guide)
Gee, J. P. (2003). What video games have to teach us about learning and literacy . Palgrave Macmillan.
Chicago / Turabian - Author Date Citation, 17th Edition (style guide)Gee, James Paul. 2003. What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.
Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy New York: Palgrave Macmillan, 2003.
Harvard Citation (style guide)Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
MLA Citation, 9th Edition (style guide)Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy Palgrave Macmillan, 2003.
Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.
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