What video games have to teach us about learning and literacy

| February 4, 2011

“Gee astutely points out that for video game makers, unlike schools, failing to engage children is not an option.” – Review

Title: What video games have to teach us about learning and literacy
Author:
James Paul Gee
Publisher:
New York : Palgrave Macmillan, 2007
Check it out! GV1469.3 .G44 2007
From the publisher:
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 vide 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.

About the author: James Paul Gee is one of the most well-known professors of education in the United States. He teaches at the University of Wisconsin, Madison and is the author of several books.

Other books by James Paul Gee

On the web:

Review in Currents in Electronic Literacy (published by the Computer Writing and Research Lab at The University of Texas at Austin)