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

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ISBN-10: 1403984530

ISBN-13: 9781403984531

Edition: 2nd 2008 (Revised)

Authors: James Paul Gee

List price: $21.99
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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 thisnbsp;revised edition, new games likeWorld of WarCraftandHalf Life 2are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, hownbsp;we grasp meaning, hownbsp;we evaluate and follow a command, pick a role model, and perceive the world.
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Book details

List price: $21.99
Edition: 2nd
Copyright year: 2008
Publisher: St. Martin's Press
Publication date: 12/26/2007
Binding: Paperback
Pages: 256
Size: 6.28" wide x 9.31" long x 0.72" tall
Weight: 0.638

James Paul Gee is Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is the author of Social Linguistics and Literacies, a foundational work in the field of New Literacy Studies, and Why Video Games Are Good For Your Soul.

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 Prof. 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