Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
Book Description
Cognitive Development in a Digital Age 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. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
Book Description
Cognitive Development in a Digital Age 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. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
Book Description
Cognitive Development in a Digital Age 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. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Good Video Games + Good Learning
Author: James Paul Gee
Publisher: Peter Lang
ISBN: 9780820497037
Category : Education
Languages : en
Pages : 212
Book Description
Textbook
Publisher: Peter Lang
ISBN: 9780820497037
Category : Education
Languages : en
Pages : 212
Book Description
Textbook
Why Video Games are Good for Your Soul
Author: James Paul Gee
Publisher: Common Ground
ISBN: 186335574X
Category : Computers
Languages : en
Pages : 132
Book Description
Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people.
Publisher: Common Ground
ISBN: 186335574X
Category : Computers
Languages : en
Pages : 132
Book Description
Imprint. In this text, built entirely around computer games and game play, the author shows how good video games marry pleasure and learning and, at the same time, have the potential to empower people.
Connected Gaming
Author: Yasmin B. Kafai
Publisher: MIT Press
ISBN: 0262551551
Category : Education
Languages : en
Pages : 221
Book Description
How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.
Publisher: MIT Press
ISBN: 0262551551
Category : Education
Languages : en
Pages : 221
Book Description
How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.
Women and Gaming
Author: J. Gee
Publisher: Springer
ISBN: 0230106730
Category : Education
Languages : en
Pages : 209
Book Description
The authors argue that women gamers, too often ignored as gamers, are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence.
Publisher: Springer
ISBN: 0230106730
Category : Education
Languages : en
Pages : 209
Book Description
The authors argue that women gamers, too often ignored as gamers, are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence.
Teaching, Learning, Literacy in Our High-Risk High-Tech World
Author: James Paul Gee
Publisher: Teachers College Press
ISBN: 0807775959
Category : Language Arts & Disciplines
Languages : en
Pages : 193
Book Description
This is a profound look at learning, language, and literacy. It is also about brains and bodies. And it is about talk, texts, media, and society. These topics, though usually studied in different narrow academic silos, are all part of one highly interactive process—human development. Gee argues that children will need to be resilient, imaginative, hopeful, and deliberate learners to survive the deeply complex and unpredictable world in which they live. In a world beset by conflicting ideologies that give rise to hatred, violence, and war, Gee urges us to look to a broader set of ideas from seemingly unrelated disciplines for a viable vision of education. This book proposes a framework of principles that can be used to reconceptualize education, specifically literacy education, to better prepare students to be collaborators toward peace and sustainability. “A highly readable tour de force on development, teaching, and learning in the digital age; I think of Gee as an heir to Dewey.” —David C. Berliner, Arizona State University “This is the boldest and broadest of Gee’s already expansive and influential body of work—a must-read for citizens, parents, educators, and academics.” —Glynda A. Hull, University of California, Berkeley “The world would be a better place if all educators took seriously Gee’s recommendations to keep the ‘long battle for human dignity going’.” —Diana Hess, University of Wisconsin–Madison
Publisher: Teachers College Press
ISBN: 0807775959
Category : Language Arts & Disciplines
Languages : en
Pages : 193
Book Description
This is a profound look at learning, language, and literacy. It is also about brains and bodies. And it is about talk, texts, media, and society. These topics, though usually studied in different narrow academic silos, are all part of one highly interactive process—human development. Gee argues that children will need to be resilient, imaginative, hopeful, and deliberate learners to survive the deeply complex and unpredictable world in which they live. In a world beset by conflicting ideologies that give rise to hatred, violence, and war, Gee urges us to look to a broader set of ideas from seemingly unrelated disciplines for a viable vision of education. This book proposes a framework of principles that can be used to reconceptualize education, specifically literacy education, to better prepare students to be collaborators toward peace and sustainability. “A highly readable tour de force on development, teaching, and learning in the digital age; I think of Gee as an heir to Dewey.” —David C. Berliner, Arizona State University “This is the boldest and broadest of Gee’s already expansive and influential body of work—a must-read for citizens, parents, educators, and academics.” —Glynda A. Hull, University of California, Berkeley “The world would be a better place if all educators took seriously Gee’s recommendations to keep the ‘long battle for human dignity going’.” —Diana Hess, University of Wisconsin–Madison
Good Video Games + Good Learning
Author: James Paul Gee
Publisher: New Literacies and Digital Epistemologies
ISBN: 9781433123931
Category : Apprentissage cognitif
Languages : en
Pages : 0
Book Description
The chapters in this book argue that good games teach through well-designed problem-solving experiences. In the end, the book offers a model of collaborative, interactive, and embodied learning centered on problem solving, a model that can be enhanced by games, but which can be accomplished in many different ways with or without games.
Publisher: New Literacies and Digital Epistemologies
ISBN: 9781433123931
Category : Apprentissage cognitif
Languages : en
Pages : 0
Book Description
The chapters in this book argue that good games teach through well-designed problem-solving experiences. In the end, the book offers a model of collaborative, interactive, and embodied learning centered on problem solving, a model that can be enhanced by games, but which can be accomplished in many different ways with or without games.
Video Games and Learning
Author: Kurt Squire
Publisher: Teachers College Press
ISBN: 9780807751992
Category : Computer-assisted instruction
Languages : en
Pages : 0
Book Description
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.
Publisher: Teachers College Press
ISBN: 9780807751992
Category : Computer-assisted instruction
Languages : en
Pages : 0
Book Description
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.
Serious Play
Author: Catherine Beavis
Publisher: Taylor & Francis
ISBN: 1134979045
Category : Education
Languages : en
Pages : 251
Book Description
Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.
Publisher: Taylor & Francis
ISBN: 1134979045
Category : Education
Languages : en
Pages : 251
Book Description
Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.
The Anti-Education Era
Author: James Paul Gee
Publisher: Macmillan + ORM
ISBN: 1137324112
Category : Education
Languages : en
Pages : 306
Book Description
One of the first champions of the positive effects of gaming reveals the dark side of today's digital and social media Today's schools are eager to use the latest technology in the classroom, but rather than improving learning, the new e-media can just as easily narrow students' horizons. Education innovator James Paul Gee first documented the educational benefits of gaming a decade ago in his classic What Video Games Have to Teach Us About Learning and Literacy. Now, with digital and social media at the center of modern life, he issues an important warning that groundbreaking new technologies, far from revolutionizing schooling, can stymie the next generation's ability to resolve deep global challenges. The solution-and perhaps our children's future-lies in what Gee calls synchronized intelligence, a way of organizing people and their digital tools to solve problems, produce knowledge, and allow people to count and contribute. Gee explores important strategies and tools for today's parents, educators, and policy makers, including virtual worlds, artificial tutors, and ways to create collective intelligence where everyday people can solve hard problems. By harnessing the power of human creativity with interactional and technological sophistication we can finally overcome the limitations of today's failing educational system and solve problems in our high-risk global world. The Anti-Education Era is a powerful and important call to reshape digital learning, engage children in a meaningful educational experience, and bridge inequality.
Publisher: Macmillan + ORM
ISBN: 1137324112
Category : Education
Languages : en
Pages : 306
Book Description
One of the first champions of the positive effects of gaming reveals the dark side of today's digital and social media Today's schools are eager to use the latest technology in the classroom, but rather than improving learning, the new e-media can just as easily narrow students' horizons. Education innovator James Paul Gee first documented the educational benefits of gaming a decade ago in his classic What Video Games Have to Teach Us About Learning and Literacy. Now, with digital and social media at the center of modern life, he issues an important warning that groundbreaking new technologies, far from revolutionizing schooling, can stymie the next generation's ability to resolve deep global challenges. The solution-and perhaps our children's future-lies in what Gee calls synchronized intelligence, a way of organizing people and their digital tools to solve problems, produce knowledge, and allow people to count and contribute. Gee explores important strategies and tools for today's parents, educators, and policy makers, including virtual worlds, artificial tutors, and ways to create collective intelligence where everyday people can solve hard problems. By harnessing the power of human creativity with interactional and technological sophistication we can finally overcome the limitations of today's failing educational system and solve problems in our high-risk global world. The Anti-Education Era is a powerful and important call to reshape digital learning, engage children in a meaningful educational experience, and bridge inequality.