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What video games have to teach us about learning and literacy

Autor: James Paul Gee
Editora: New York : Palgrave Macmillan, 2003.
Edição/Formato   Livro : Inglês : 1st edVer todas as edições e formatos
Base de Dados:WorldCat
Resumo:
A controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new 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 beginning, one of America's most well-respected professors of education looks seriously at the good that can come from  Ler mais...
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Detalhes

Tipo de Material: Recurso Internet
Tipo de Documento: Livro, Recurso Internet
Todos os Autores / Contribuintes: James Paul Gee
ISBN: 1403961697 9781403961693 1403965382 9781403965387
Número OCLC: 50802598
Descrição: 225 p. ; 25 cm.
Conteúdos: 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 Professor 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 : 36 learning principles.
Responsabilidade: James Paul Gee.
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Resumo:

A controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new 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 beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world. This is a ground-breaking book that takes up a new electronic method of education and shows the positive upside it has for learning. A controversial look at the positive things that can be learned from video games.

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