James Paul Gee begins his classic book with qI want to talk about video games--yes, even violent video games--and say some positive things about them.q 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 of What Video Games Have to Teach Us About Learning and Literacy, 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.IWANT TO TALKABOUT VIDEO GAMESaYES, EVEN VIOLENT VIDEO gamesa and say some positive things about them. By avideo gamesa I mean both games played on game platforms (such as the Sony PlayStation 2, the Nintendo GameCube, ... So, too, with any other text, whether legal tract, comic book, essay, or novel. ... The argument about thinking is, in fact, the same as the 1403961697ts02.
|Title||:||What Video Games Have to Teach Us About Learning and Literacy. Second Edition|
|Author||:||James Paul Gee|
|Publisher||:||Macmillan - 2014-12-02|