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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, 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.
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, 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.
2 The Hardback sold very well
3 The book does not shy away from controversy, even finding good news in shooter games vis à vis adolescent cognitive development
4 The Observer newspaper recently called Gee 'One of the worlds leading educational experts'
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: The 36 Learning Principles
Erscheinungsjahr: | 2007 |
---|---|
Fachbereich: | Anwendungs-Software |
Genre: | Importe, Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: | Kartoniert / Broschiert |
ISBN-13: | 9781403984531 |
ISBN-10: | 1403984530 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | Gee, James Paul |
Hersteller: | Griffin |
Verantwortliche Person für die EU: | Libri GmbH, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de |
Maße: | 234 x 155 x 15 mm |
Von/Mit: | James Paul Gee |
Erscheinungsdatum: | 26.12.2007 |
Gewicht: | 0,439 kg |
2 The Hardback sold very well
3 The book does not shy away from controversy, even finding good news in shooter games vis à vis adolescent cognitive development
4 The Observer newspaper recently called Gee 'One of the worlds leading educational experts'
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: The 36 Learning Principles
Erscheinungsjahr: | 2007 |
---|---|
Fachbereich: | Anwendungs-Software |
Genre: | Importe, Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: | Kartoniert / Broschiert |
ISBN-13: | 9781403984531 |
ISBN-10: | 1403984530 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | Gee, James Paul |
Hersteller: | Griffin |
Verantwortliche Person für die EU: | Libri GmbH, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de |
Maße: | 234 x 155 x 15 mm |
Von/Mit: | James Paul Gee |
Erscheinungsdatum: | 26.12.2007 |
Gewicht: | 0,439 kg |