What Video Games Have To Teach Us About Learning And Literacy Second Edition

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What Video Games Have to Teach Us About Learning and Literacy. Second Edition

Author : James Paul Gee
Publisher : Macmillan
Page : 256 pages
File Size : 54,5 Mb
Release : 2014-12-02
Category : Education
ISBN : 9781466886421

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What Video Games Have to Teach Us About Learning and Literacy. Second Edition by James Paul Gee Pdf

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.

Good Video Games + Good Learning

Author : James Paul Gee
Publisher : Peter Lang
Page : 212 pages
File Size : 46,5 Mb
Release : 2007
Category : Computer games
ISBN : 0820497037

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Good Video Games + Good Learning by James Paul Gee Pdf

Textbook

Why Video Games are Good for Your Soul

Author : James Paul Gee
Publisher : Common Ground
Page : 132 pages
File Size : 47,5 Mb
Release : 2005
Category : Computers
ISBN : 9781863355742

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Why Video Games are Good for Your Soul by James Paul Gee Pdf

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,Quinn Burke
Publisher : MIT Press
Page : 221 pages
File Size : 45,9 Mb
Release : 2024-03-19
Category : Education
ISBN : 9780262551557

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Connected Gaming by Yasmin B. Kafai,Quinn Burke Pdf

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.

The Anti-Education Era

Author : James Paul Gee
Publisher : St. Martin's Press
Page : 256 pages
File Size : 41,5 Mb
Release : 2013-01-08
Category : Education
ISBN : 9781137324115

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The Anti-Education Era by James Paul Gee Pdf

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.

Literacy and Education

Author : James Paul Gee
Publisher : Routledge
Page : 115 pages
File Size : 53,9 Mb
Release : 2014-12-05
Category : Education
ISBN : 9781317577218

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Literacy and Education by James Paul Gee Pdf

Literacy and Education tells the story of how literacy—starting in the early 1980s—came to be seen not as a mental phenomenon, but as a social and cultural one. In this accessible introductory volume, acclaimed scholar James Paul Gee shows readers how literacy "left the mind and wandered out into the world." He traces the ways a sociocultural view of literacy melded with a social view of the mind and speaks to learning in and out of school in new and powerful ways. Gee concludes by showing how the very idea of "literacy" has broadened into new literacies with words, signs, and deeds in contexts enhanced, augmented, and transformed by new technologies.

Good Video Games + Good Learning

Author : James Paul Gee
Publisher : New Literacies and Digital Epistemologies
Page : 0 pages
File Size : 43,7 Mb
Release : 2013
Category : Apprentissage cognitif
ISBN : 1433123932

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Good Video Games + Good Learning by James Paul Gee Pdf

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.

Women and Gaming

Author : J. Gee,Elisabeth R. Hayes
Publisher : Springer
Page : 208 pages
File Size : 45,8 Mb
Release : 2010-05-10
Category : Education
ISBN : 9780230106734

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Women and Gaming by J. Gee,Elisabeth R. Hayes Pdf

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.

Video Games and Learning

Author : Kurt Squire
Publisher : Teachers College Press
Page : 0 pages
File Size : 47,7 Mb
Release : 2011-07-09
Category : Education
ISBN : 0807751987

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Video Games and Learning by Kurt Squire Pdf

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.

Teaching, Learning, Literacy in Our High-Risk High-Tech World

Author : James Paul Gee
Publisher : Teachers College Press
Page : 184 pages
File Size : 48,9 Mb
Release : 2017
Category : Language Arts & Disciplines
ISBN : 9780807775950

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Teaching, Learning, Literacy in Our High-Risk High-Tech World by James Paul Gee Pdf

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 and Good Learning

Author : James Paul Gee
Publisher : Unknown
Page : 167 pages
File Size : 51,6 Mb
Release : 2013
Category : Computer games
ISBN : 1453911626

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Good Video Games and Good Learning by James Paul Gee Pdf

ECGBL 2022 16th European Conference on Game-Based Learning

Author : Conceição Costa
Publisher : Academic Conferences and publishing limited
Page : 842 pages
File Size : 51,5 Mb
Release : 2022-10-06
Category : Education
ISBN : 9781914587528

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ECGBL 2022 16th European Conference on Game-Based Learning by Conceição Costa Pdf

Proceedings of the 17th European Conference on Game-Based Learning

Author : Ton Spil,Guido Bruinsma ,Luuk Collou
Publisher : Academic Conferences and publishing limited
Page : 950 pages
File Size : 40,8 Mb
Release : 2023-10-05
Category : Education
ISBN : 9781914587894

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Proceedings of the 17th European Conference on Game-Based Learning by Ton Spil,Guido Bruinsma ,Luuk Collou Pdf

These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.

Culturally Relevant Teaching

Author : Megan Adams,Sanjuana Rodriguez,Kate Zimmer
Publisher : Rowman & Littlefield
Page : 114 pages
File Size : 45,9 Mb
Release : 2017-04-26
Category : Education
ISBN : 9781475834802

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Culturally Relevant Teaching by Megan Adams,Sanjuana Rodriguez,Kate Zimmer Pdf

The purpose of this edited volume is to provide educators and graduate students/scholars in the field of education with the knowledge, skills, and dispositions to facilitate student success.

Annual Meeting Program

Author : American Educational Research Association
Publisher : Unknown
Page : 544 pages
File Size : 47,9 Mb
Release : 2008
Category : Education
ISBN : STANFORD:36105129626961

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Annual Meeting Program by American Educational Research Association Pdf