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What Video Games Have to Teach Us about Learning and Literacy. Second Edition: Revised and Updated Edition » (Second Edition)

Book cover image of What Video Games Have to Teach Us about Learning and Literacy. Second Edition: Revised and Updated Edition by James Paul Gee

Authors: James Paul Gee
ISBN-13: 9781403984531, ISBN-10: 1403984530
Format: Paperback
Publisher: Palgrave Macmillan
Date Published: December 2007
Edition: Second Edition

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Author Biography: James Paul Gee

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.

Book Synopsis

The definitive look at all that can be learned from video games

Table of Contents

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

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