What Video Games Have to Teach Us About Learning and

What Video Games Have to Teach Us About Learning and Literacy [PDF / Epub] ★ What Video Games Have to Teach Us About Learning and Literacy Author James Paul Gee – Buyprobolan50.co.uk 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 Americ James Paul Gee Games Have PDF/EPUB ¼ begins his classic book with I want to talk about video games yes even violent What Video PDF/EPUB or video games and say some positive things about them With this simple but explosive statement one of America's most Video Games Have eBook ☆ well respected educators looks seriously at the good that can come from playing video games In this revised edition Video Games Have to Teach Kindle - new games like World of WarCraft and Half Life 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.

About the Author: James Paul Gee

James Gee is Games Have PDF/EPUB ¼ a researcher who has worked in psycholinguistics discourse analysis sociolinguistics bilingual education and literacy Gee What Video PDF/EPUB or is currently the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University Gee is a faculty Video Games Have eBook ☆ affiliate of the Games Learning and Society group at the University of Wisconsin–Madison and is a member of the Video Games Have to Teach Kindle - National Academy of Educ.

10 thoughts on “What Video Games Have to Teach Us About Learning and Literacy

  1. MJ Nicholls MJ Nicholls says:

    Mr Gee has become the leading or only academic to discuss games in serious theoretical terms This short and effective book gets to the gristle of the matter drawing heavily on linguistics to show how the skills learnt and refined in games might revolutionise classroom educationI support Gee’s findings entirely the education system is in desperate competition with games and unless new approaches—drawing on the problem solving and independent thinking skills children learn from games—are taken seriously an immensely important opportunity for a whole new generation to rise above mediocrity will be lost As a writer Gee is fluent occasionally indulging in his beloved jargon terms but educators parents and gamers should find this a refreshing read Sadly this hardcover edition was badly proofread not a good idea for books with ‘literacy’ in the title Makes people look silly

  2. Anderson Evans Anderson Evans says:

    I hate this book Gee's attempt to turn video game playing into a metaphor for pedagogical betterment is an example of an entire generation's misunderstanding of this ludic narrative form It is not Gee's fault that he is born into an analog world but it bothers and surprises me that so many people still see this book as providing any kind of valid insights In my view this is the kind of text used in the academy that creates the wrong kinds of dichotomies and inspires the wrong kind of arguments It consumes productivity by providing the analysis of corporate framing of the computational narrative instead of pushing for a critical analysis of the framing construct Perhaps such a work might have provided some food for thought a decade ago but I doubt it I think if you want to read a valid book about what video games have to teach us about learning and literacy take a look at Ito's Engineering Play A Cultural History of Children's Software

  3. Julie Julie says:

    I wanted to like this book Really I did As technology and the internet continue to infiltrate into every aspect of our lives I hoped this book would help me to see how I could apply some of the video game design principles that obviously appeal so much to my students to my own teaching After all like most educators my goals are to keep students engaged and to master content through authentic learning experiences But this is where I felt Gee's book fell short I found it immensely frustrating that he didn't give many examples about how the game design theory would look in an actual classroom and instead spent page after page describing how particular video games fit into his theories in what was sometimes painful detail It was almost like he laid all of these theories and principles out on the table but then left it up to us to figure out how this could apply in our own classrooms If Gee was following his own advice about zone of proximal development he would realize that for many of his readers the scaffolding has been left out and accomplishing this goal is just out of our reach What's Gee implies that his theories are appropriate for science and mathematics classrooms While these subject areas may lend themselves a bit to this type of learning I think it would have been interesting to explore the potential of these theories in language arts social studies and other subject areas as well Gee's overall impression of the type of learning happening in schools is skill and drill and while I have no doubt that is true in many schools much of those constraints are placed on teachers through curricula and pressure for students to perform well on state mandated tests Perhaps the next steps might be to show how this type of learning can improve test scores so that we can continue to strive towards helping our students become literate and productive members of society and make the learning process engaging for students

  4. Eric Chow Eric Chow says:

    A fascinating read This is the most provocative book I've read so far It made me think back to how I have changed my teaching method over the years Despite what people think of the way video games are wasting the brains of youth there is much to learn from how the media is involving young people to form their identities create affinity groups and work out challenges in order to reach success There will probably be much scholarly work on this area to come but Mr Gee does a highly commendable job of organizing and connecting the culture of gaming to the learning that the educational standards that the system strives to achieve and leaves plenty of food for thought

  5. Ginny Ginny says:

    An interesting if a bit dry primer on learning theory as seen through a pastime that has few defenders in academia

  6. Modernprimate Modernprimate says:

    This was an excellent book not perfect but the only one of its kind that I'm aware of I would have given it 45 stars if the system allowed it but I rounded up because of the groundbreaking nature of the bookI was actually expecting of a book on intentionally educational gaming but Gee's book is true to its title a rare enough characteristic that it caught me off guard This book is about the games people play for entertainment how they go about learning and navigating the mechanics and environment of the games and what analogies we can draw to inform and improve purposeful learning endeavorsIt's been some time since I read this but one of the interesting to me ideas in the book is what Gee refers to as the psychosocial moratorium I'm not much of a jargon fan and I interpret it simply as a low risk environment in which to experiment in order to learn without risk to the learners ego In informal surveys of friends family and colleagues I've found that when people wish to learn something on their own the model they follow much closely matches how learning occurs in games than in formal schooling Sooner or later someone will surprise me but up until now the universal self teaching process involves jumping in and giving it a go without making a permanent assessment along the way that influences a final grade Experts and references are consulted along the way and self assessment is performed to gauge progress but the bulk of self directed learning happens through experimentation which necessarily involved lots and lots of failure Any number of uotes from famous inventors fits in here to confirm this Since games are not so far as I've seen designed so that your performance in the initial experimentation stage affects a judgement of your final success players as learners are free to make all the mistakes necessary to efficiently and fearlessly progress in the learning processSimilarly Gee points out that games to not drag the player through barely mastered level after barely mastered level the way schools do with yet to be mastered subjects Instead the player remains in the first level until they master the challenges it presents and then they face the boss for the level In most modern games as many attempts as necessary are taken Failure only exists for the player who gives up In school an early F would get averaged into the student's final grade even if they subseuently master the material on the assessment In a game all that matters is the mastery; early failures and experimentation are not counted against youI'm focusing on a single aspect of the book that happens to be of interest to me at the moment but Gee touches on a wide variety of topics that lead to a greater understanding of how the learning process occurs in an unforced setting He does so from the point of view of a baby boomer discovering games in adulthood which is an interesting aspect of the discussion all on its own It's definitely worth picking up for any educator

  7. Katy Jean Vance Katy Jean Vance says:

    Honestly I didn't really appreciate this book I read it for the Level Up Book Club which I have had to disengage from since moving to Angola I've been a little overwhelmed and I am glad I did I was really struck though by that feeling you get in grad school that somebody took a whole bunch of really big words and applied to it to something to make it sound important Basically what saved this book from a 2 star rating was the conclusion where Gee states that his goal was not to promote video games as an essential part of education; rather he wanted to address the effective teaching and learning that goes on while participating in a video game community He does not claim that video games are teaching good things; indeed some can teach very bad things He wants us to look at the principles that make video games so engaging and think critically about what this means about today's learners and today's professional systemsIt was just too wordy Good I guess but wordy

  8. Mario Russo Mario Russo says:

    Since it's been a while since the last game design book I've read decided to pick this one despite the lower reviews I can't say it has added much It feels redundant at times and overall it doesn't look like it is going anywhere aside from essays of experiences of a linguist playing video games I mean the book is not worthless and since there is not a vast bibliography of Game Design it may be worth a read when you have finished the top grade of game design books

  9. Dan Gorman Dan Gorman says:

    Interesting ideas about the educational potential of video games but the text is unnecessarily full of jargon and the argument wanders off on tangents

  10. Tina Tina says:

    I'm just reading this for an exam I chose the book myself i had bought it a few years back because I thought the topic interesting I must say as much as I wanted to like it it it horribly written Most parts are very dry and unnecessarily laden with scientific jargon It is also overly wordy The ideas themselves are excellent and interesting but written in a way that exactly the people who could and should make use of them will probably never finish the book It also lacks practical examples Gee gives a string of 36 principles of learning they are actually observations and opinions than anything else that he found in video games and that can be applied to learning in other areas schools for example But how to apply them practically is left for the reader to ponder And that is almost impossible considering the principles are also written in such convoluted terms that it is improbable that many people will understand what he has to say at all Too bad because I think there are a few hidden gemsreturnAnother point is that the principles he found don't really have a backing in research He bases them mostly on his own experience playing games and watching his little son play them

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