The Locator -- [(author = "James Paul")]

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Author:
Gee, James Paul.
Title:
What video games have to teach us about learning and literacy / James Paul Gee.
Edition:
1st ed.
Publisher:
Palgrave Macmillan,
Copyright Date:
2003
Description:
225 p. ; 25 cm.
Subject:
Video games--Psychological aspects.
Computer games--Psychological aspects.
Learning, Psychology of.
Visual literacy.
Video games and children.
Leerprocessen.
Computerspelen.
Psychologische aspecten.
Beeldcommunicatie.
Kinderen.
Jeux vidéo
Jeux d'ordinateur
Apprentissage, Psychologie de l'
Éducation visuelle
Jeux vidéo et enfants
Notes:
Includes bibliographical references (p. [213]-219) and index.
Contents:
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.
Summary:
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.
ISBN:
9781403965387
1403965382
9781403961693
1403961697
LCCN:
2002038153
Locations:
USUX851 -- Iowa State University - Parks Library (Ames)
KSPG296 -- Burlington Public Library (Burlington)
UQAX771 -- Des Moines Area Community College Library - Ankeny (Carroll)
UNUX074 -- University of Northern Iowa - Rod Library (Cedar Falls)
PTAX572 -- Stewart Memorial Library (Cedar Rapids)
CDPF771 -- Clive Public Library (Clive)
ULAX314 -- Loras College Library (Dubuque)
OVUX522 -- University of Iowa Libraries (Iowa City)
PYAX423 -- ECC - Osgood Library (Iowa Falls)
PQAX094 -- Wartburg College - Vogel Library (Waverly)

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