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What Video Games Have to Teach Us About Learning and Literacy (Paperback)
$18.00 - Save $5.84 24% off - RRP $23.84 Free delivery worldwide (to United States and
all these other countries) Usually dispatched within 48 hours | |Short Description for What Video Games Have to Teach Us About Learning and LiteracyThe definitive look at all that can be learned from video games
Full description- Publisher: Palgrave MacMillan
- Published: 01 May 2008
- Format: Paperback 256 pages
- See: Full bibliographic data
- Categories: Popular Culture | Child & Developmental Psychology | Cognition & Cognitive Psychology | Philosophy & Theory Of Education | Educational Psychology | Educational Strategies & Policy | Computing: General | Games Strategy Guides | Human-computer Interaction | Child Care & Upbringing
- ISBN 13: 9781403984531 ISBN 10: 1403984530
- Sales rank: 45,409
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Full description for What Video Games Have to Teach Us About Learning and Literacy
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.

