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What Video Games Have to Teach Us About Learning and Literacy

ISBN: 9781403961693 | 1403961697
Edition: 1st
Format: Trade Book
Publisher: Palgrave Macmillan
Pub. Date: 5/16/2003

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SummaryTable of ContentsAuthor Biography
Here is a controversial look at the positive things that can be learned from video games by one of America's most well-respected professors of education.. Talking about his own experience learning and using video games as diverse as Lara Croft and Arcanum, James Paul Gee looks at major specific cognitive activities including: *how individuals develop a sense of identity, *how one grasps meaning * how one picks a role model * how perceives the world.

"In this completely updated and revised edition ofacontemporary cl... MORE
Introduction: 36 Ways to Learn a Video Game
1(12)
Semiotic Domains: Is Playing Video Games a ``Waste of Time''?
13(38)
L... MORE
51(22)
Situated Meaning and Learning: What Should You Do After You Have Destroyed the Global Conspiracy?
73(40)
Telling and Doing: Why Doesn't Lara Croft Obey Professor Von Croy?
113(26)
Cultural Models: Do You Want to Be the Blue Sonic or the Dark Sonic?
139(30)
The Social Mind: How Do You Get Your Corpse Back After You've Died?
169(30)
Conclusion: Duped or Not?
199(8)
Appendix: The 36 Learning Principles207(6)
References213(8)
Index221
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.

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