9781403984531-1403984530-What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition

ISBN-13: 9781403984531
ISBN-10: 1403984530
Edition: 2nd
Author: James Paul Gee
Publication date: 2007
Publisher: St. Martin's Griffin
Format: Paperback 256 pages
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Book details

ISBN-13: 9781403984531
ISBN-10: 1403984530
Edition: 2nd
Author: James Paul Gee
Publication date: 2007
Publisher: St. Martin's Griffin
Format: Paperback 256 pages

Summary

What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition (ISBN-13: 9781403984531 and ISBN-10: 1403984530), written by authors James Paul Gee, was published by St. Martin's Griffin in 2007. With an overall rating of 3.8 stars, it's a notable title among other Human-Computer Interaction (Computer Science, Games & Strategy Guides, Child Psychology, Psychology & Counseling, Cognitive Psychology, Behavioral Sciences, Cognitive, Psychology, Child Psychology, Popular Culture, Social Sciences) books. You can easily purchase or rent What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition (Paperback) from BooksRun, along with many other new and used Human-Computer Interaction books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $0.52.

Description

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.

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