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What Video Games Have to Teach Us About Learning and Literacy. Se - 2nd Edition by James Paul Gee (Paperback)
$20.39 sale price when purchased online
$22.00 list price
Target Online store #3991
About this item
Highlights
- 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.
- About the Author: 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.
- 256 Pages
- Computers + Internet, Human and Computer Interaction
Description
About the Book
The definitive look at all that can be learned from video games
Book Synopsis
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 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.Review Quotes
"Gee astutely points out that for video game makers, unlike schools, failing to engage children is not an option." --Terrence Hackett, The Chicago Tribune
"These games succeed because, according to Gee, they gradually present information that is actually needed to perform deeds." --Norman A. Lockman, USA Today "James Paul Gee's What Video Games Have to Teach Us About Learning and Literacy has been a transformative work. Gee might be described as the Johnny Appleseed of the serious games movement, planting seeds that are springing new growth everywhere we look. More than anyone else, he has forced educators, parents, policy makers, journalists, and foundations to question their assumptions and transform their practices. Gee combines the best contemporary scholarship in the learning scientists with a gamer's understanding of what is engaging about this emerging medium." --Henry Jenkins, author of Convergence Culture: Where Old and New Media CollideAbout the Author
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.
Dimensions (Overall): 9.14 Inches (H) x 6.36 Inches (W) x .68 Inches (D)
Weight: .65 Pounds
Suggested Age: 22 Years and Up
Sub-Genre: Human and Computer Interaction
Genre: Computers + Internet
Number of Pages: 256
Publisher: Griffin
Format: Paperback
Author: James Paul Gee
Language: English
Street Date: December 26, 2007
TCIN: 93892049
UPC: 9781403984531
Item Number (DPCI): 247-14-0929
Origin: Made in the USA or Imported
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Shipping details
Estimated ship dimensions: 0.68 inches length x 6.36 inches width x 9.14 inches height
Estimated ship weight: 0.65 pounds
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