
Price: $22.00 - $17.73
(as of Dec 17, 2024 10:29:04 UTC – Details)
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.
Publisher : St. Martin’s Griffin; 2nd edition (December 26, 2007)
Language : English
Paperback : 256 pages
ISBN-10 : 1403984530
ISBN-13 : 978-1403984531
Item Weight : 10.4 ounces
Dimensions : 6.1 x 0.58 x 9.2 inches
Customers say
Customers find the book engaging and a great resource for understanding learning. They appreciate the content’s importance for deep learning, with an explanation of metacognitive benefits of play. The games make the book interactive and non-tiring, activating situated cognition and social learning.
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